#ue4-general
1 messages Β· Page 570 of 1
π
bullet train was never released as a public project, right?
How to disable a collision box at a desired time?
@plush yew it worked
but then got substance errors for some reason
ill remove it
okay working now thanks snake
hahaha
2019 not the stone age π
modern problems require modern solutions π€·
lol
Hmm.... any way to edit the editor toolbar? Want to add few of the menu items...
... apart from coding a plugin. Though I'm okay to download one.
ello how to remove this yellow grid on landscape, i accidently double click
Isn't this your component selection mode? i.e. just select else. For example:
Ah yeah, thanks
Hey guys, I have a lighting build problem, 14k objects waiting to be built, it builds properly but crashes at the final stage "encoding lights"...
this would result in overlapping Uvs in unreal no? but I cannot move the uvs since the texture work correctly when laid out like this, how would I prepare it for ue import?
Hmm, i found pack islands, seems to kind of fix it I hope!
When modifying a function in a widget blueprint, even with context sensitive off, I cannot find "cast to thirdpersoncharacter"
why is this?
its just not showing up
but its required when following a tutorial
when I make for example an Aircraft which Blueprint class do I use?
will ue4 work on 32 bit?
Panic
900 Errors Holy Jesus
Have you built from source before?
man that discord U icon is misleading
so many times per day i'm triplechecking whether or not i typed in the right server
somehow i keep thinking that it's the active 'tab'
and the U makes me think it might be Unity's
when I make for example an Aircraft which Blueprint class do I use?
cause for example i need movement componement
jordan that looks like your missing windows sdk or something
cause i make a plane
hello im working on a game project and im wondering if someone can share a tutorial on how to create a event where a spawned fireball to chase a player
AI?
yes
jsut make Pawnsensing into you AI and activate it
or a bit complex but irecommend pawn sensing
kk thx
has anyone had an issue where the rotation of crosshair will snap back to the middle?
use HUD
@radiant haven me?
yes
That is a good version Sir. Reliable one. Time-proven. Use it with honor and glory.
god
when i unpossess the player character, all that happens
is there a way I can just pause the player character while it's upossessed so that it doesn't spew all these errors every frame
as i plan to return to it after the fighting system has gone through it's routines
can you get Actor A's location relative to Actor B?
oh, duh
thanks
i got so used to doing that and then getting the length for distance, totally skipped my mind, lol
π
Hey guys. Am I doing something wrong or is this not working?
Its not braking at all
do you assign this Brake Input somewhere
well poo
i lost my little vehicle project switching to linux but that doesnt look wrong on its self
unless target should be self
ah i remember
Its not working with space bar input
the moveforward throttle and throttle input are used as braking too
handbrake was separate
since you mention space bar i guess you're looking for Set Handbrake Iput
No I removed the handbrake. The handbrake works but now im using spacebar to brake normally
well most people use the axis mapping for it
and pass that axis value to Throttle input
which will brake since for example S is -1 where W is +1
I unticked this but it didnt affect anything
so as long as your 'Brake Input' is 1 and you pass that into Set Throttle Input (with reverse as brake on) you'd have the same effect
I know but the problem is that when its player controlled that works with just reversing as brake. But I am making a self driving car and then it needs to have a brake input
Shouldnt Set Brake Input work anyways?
you'd think so
but i don't know what the value actually represents
you could try and multiply your value by say 10 or 100
since it's not simply 'on' 'off' but i guess you could look at it as 'brake force'
https://docs.unrealengine.com/en-US/BlueprintAPI/Game/Components/WheeledVehicleMovement/SetBrakeInput/index.html
documentation doesnt specify
not anything is less than 'it brakes a little'
which is interesting because 'Brake' should be 1 when you hit space in your previous case
which had an effect you said
No I was wrong it just looked like it
But it should be just like the throttle input . 1 is max and 0 is nothing
i dont know, the documentation i saw does not specify
but until you figure it out you could also opt for the throttle -> reverse as brake option
I know but I was hoping there was an other solution, but thanks
yea, sorry
There has to be someone who is using a brake system without the throttle
probably
but a lot of people also avoid the vehicle class :P
and another option is to apply braketorque to the wheels
Yeah I saw that but im not using simple vehicle movement
What do people use instead of the vehicle class?
Just no vehicles? (:
yup that ;)
and people make their own based on line trace suspension
i use the vehicle class but use the forward axis with backwards braking on Set Throttle Input
well... used...
lost my little tinker project
Oh. I dont wanna make the car. I just wanna make a car drive autonomously :/
I have this mesh twice in my scene, one side bakes fine, the other im not sure, is there things I can improve to make it get better results from baking the lighting?
you could maybe get away with a much simpler actor
just rotate the tires on movement
lol
hah. I will make a more realistic car system eventually but thats not what I want to now
hehe, you can do the throttle brake for your AI cars too tho
you can go anywhere from -1 to 0
look at it as percentage of brake
Yeah I guess but there is just a messy way to make it
true
I'll probably just make that, but Im gonna look for some more documentation first
hi guys, i'm new to unreal, and i have problem with attaching a weapon on my character back, i selected the bone and got a soket on the bone which i called weapon holster but when i preview the mesh it gets huge and rotated by 90Β° degrees. do you know how can i fix this?
its an implementation of the PhysX vehicle sample from nvidia
you can rotate the socket
as for scale you might want to scale it down in your modeling software
rather than in UE
Could you send a screenshot of your blueprint @junior shard ?
but the mesh itself out of the socket has the right size
Thanks, I'll check it out Stealthy
@junior shard look in properties for the socket, there is a relative scale property
oh sry i sent the second monitor by mistake
so i fix it there? do i have to do it for all the meshes?
i guess your weapon model is just made using different unit/scale options
exported that way
compared to your character or whatever
You can either scale and rotate it in unreal or do it in the program you exported from
and the latter option is the preferred one
yea that is weird but maybe UE is clever
but in relation to your character it shows once you hook them up
just guessing, i'm not an artist and don't get to work with pretty models π¦
Is it attached with blueprint ?
Also note, the mesh will inherit the socketβs rotation
hi all. im new and this is my first post. i have a problem with importing a toilet from blender into UE. is this the right place to ask for help ?
guys I had a crash and cant save my map now bcause of the map build data, any tips how to solve?
You can rebuild
i clicked on build but maybe thats not the same thing you are referring to ?
Well. To double check. @normal burrow build data can be deleted and rebuilt if the standard save override is corrupted yes?
I do believe so, but would recommend moving it out of the folder to test, instead of deleting it
Make a backup
you should probably close and reopen editor first if you haven't. but yes
@normal burrow thanks for the reply. in Blender the Pipe in the toilet isnt visible, but after importing to UE the Pipe seem to be strongest part of it and the rest kinda look like opacity.
ok, thanks guys seems to fixed it now, I can save and have a new builddata thanks!
You havin a secret conversation pat? π
woops sry , mb. no im not a carl yet π
Yet?
yet?
Open your property menu in blender (unless it version 2.8, you gotta google this then) and enable backface culling. If some or all your mesh are invisible, you need to recalculate normals. Next, when imported to unreal, make sure your material is opaque, not translucent.
also make sure its two sided
u dont wanna know how messy i am
Basically doubling how heavy the material is
i dont even know what you mean by that :P
what more do you need than changing the position and perhaps reset health and what not
you're doing a multiplayer game?
yep
nice
every thing works and not laggy.. really just missing the respawn part for now
which well.. technically i had it working but it was only respawning the server host
ha
that link you shared is very straight forward
and it checks authority so thats what went wrong with your current one
makes sure it gets the correct pawn
does it serverside on correct pawn
Anyone know if you can increase the size or otherwise change the transform display for joints on a skeleton?
Nice. Whoever decided that must have had a 75" monitor
Anyone online proficient with materials that can have their brain picked for some insight? π
Hey guys! I have a question, I am working on a survival game but for the life of me don't know how to start my own map, I am studying games dev so I m new to all of this, just wondering if any of y'all could help?
If I have an integer of something greater than 9, like 50, how can I remove the ones(last digit) of those values?
@spark sonnet mod10 in a recursive loop until you get 0 as value, during each iteration increment and integer k by one, then after mod10(valueToCheck)==0 is true you step out of the loop; then divide value you want to make smaller by 10^(k-1)
I can make an example if you need
Damn. Are there no easier ways of doing that? Just removing one digit?
And thanks btw
There can be 100+
So thats the problem
What if I turn it into a string and subtract the last digit there? then convert to int
that is not a cheaper operation to do
I'm waiting for shaders to compile but in a few minutes I can make an example if you need.
Well you could do like this, check if your integer is between 10-99, if yes divide by ten, if between 100-999 divide by hundred, integers get truncated so the .99 part will be removed in the final value
Thats a good idea
I'll try that
Wow. it was actually a lot simpler than I thought. Thanks π
Does anyone else get laggy VS text input with UE open?
Hey all, been days of me trying to figure out what this icon is after i re-imported my mesh and skin weights on my skeletal mesh https://forums.unrealengine.com/development-discussion/content-creation/1684628-what-is-this-bone-icon-in-the-content-browser
Recently re-imported a skeletal mesh. I noticed some new options to choose geometry or skin weights. I had never noticed that before (maybe it's new) so i just chose both. Now my skeletal mesh has a bone icon in the bottom right of the content browser icon. Never seen this be...
anyone have a clue?
It works perfectly. My car will never crash now @plush yew π Thank youΒ¨
Sorry for the ping
No problem:)
Do you guys think i might be the only non-Epic ue4 user ever to see this bone icon? Everytime i ask in chat it gets ignored which usually means we don't know. It's trippin me out and i just wanna know if i have to roll back my SC
i have no idea what that red bone means
@gilded plinth Have you tried using the widget inspector?
Haven't used that tool yet no!
Does anybody know how to fix this?
If i use world allign textures for all my terrains and boulders and trees, is that bad for performance?
Or are simple world align materials safe to use as a common way to texture?
when putting projectile movement on an actor, when i change projectile gravity scale, it doesn't make a change from the original setting
why does it do this?
Anyone online proficient with materials that can have their brain picked for some insight? π
Does anyone know if Engine Preview versions update into full versions, or would I need to reinstall?
@rancid lynx World aligned textures have a cost due to being drawn 3x (for each axis)
@tidal ginkgo The only way I know to fix that is to grab that tab, undock it, then put it back.
is it correct that epic games will be adding support for array textures in UE 4.24?
Does anybody know how I could add a 'Distance Travelled' and 'Furthest Distance Travelled' feature to a platformer's UI?
so i replicated movement.. but its off abit...
whats the most reliable set up for movement and position?
Hey people does anyone has an idea of how can I make the drop item effect of diablo 3 where the item jumps from the player to the ground or like how fortnite items jump to the ground when opening a chest or killing someone
How can i disable the console commands in a development build?
so im getting 10fps on an RTX 2080ti in a small scene with about a dozen lights, any advice?
profile
i did, looks like so:
Looks like raytracing reflections are taking up to 200ms per frame ?
how would i fix such a thing?
well no, not rtx off, lol, the point of this project is to use rtx
rtx isn't ready yet (not fast enough), what gpu is it?
RTX 2080ti
yea same, its just that slow
hows your performance usually?
the less reflective stuff you have the better
it entirely matters on how much is going on in the scene and reflective stuff or not
well i probably shouldnt have chosen to do a scene entirely made of metal
and hair cards look oily for some reason π€·
thats kinda the point of rtx lol, again its just that slow
Ah Jeez I took long enough but finally got my name system more fleshed out. I can now pick if a name will be randomly omitted or initialized based on a weighted value. I am kind of squirrely about converting from a name to a string to text to a string to a name again for some of the functions.
i get ~10fps with this scene (also looking for scene criticism)
r.screenpercentage 0.5 will help you
but it then gives you 50% the pixels (it may be r.screenpercentage 50 i can't recall)
neither seem to make a difference
you have to be playing
visually either, which is weird
in pie
oh, right
So today I started tinkering with the foliage system in UE4 and I must say, it's really damn nice.
i find it is a little clumpy at times
am i right in thinking you can only re-obtain mesh assets from unpacking a cooked game?
Eh it's a bit faster than placing the grass by hand like I was previously.
fair enough
It's got problems but so far I like the amount of efficiency and control it provides.
Especially seeing as I don't plan on using a whole lot of foliage in my game anyway.
I wish it could place a random single instance mesh from the ones checked off
instead of placing them all in one spot
seems like an odd design choice idk
You merely need to adjust your paint density
hmm will check that
@lusty night I'm pretty sure unreal already supports array textures
@lusty night https://docs.unrealengine.com/en-US/API/Runtime/Engine/FTexture2DArrayResource/index.html
Represents a 2D Texture Array to the renderer.
it does
Hi
How are you?
''WHICH BP class do i use for a plane/car?''
WheeledVehicle pawn?
Actor 
Wanna make a plane
and i need (for gliding physics) a chracter movmenet
for this tutorial
Check out my Patreon: http://bit.ly/TechnoNerd_Patreon DON'T CLICK THIS: bit.ly/2vBhU2s PLEASE LIKE AND SUBSCRIBE This Tutorial will teach you how to use the...
Moved my question to #cinematics
Hi I am a Unity Developer but I started using UE4 out of interest and then find out that epic take 5% of the revenue you make, so does that 5% really effect the profit or not?
It does affect your revenue by 5%. Profit depends on many other parameters.
for me its not that much but if you earn lets say 100k+ it should be 90k
(its not accurate but something along those line)
Is it true that if you upload your game to the epic games store you dont have to pay the 5% and only have to pay the 12%?
You can't just upload to the EGS like you can to Steam. But yes, Epic covers the 5% if they accept your product.
Also: If you would read the information Epic put out for the public on their website. You wouldn't have to ask those questions here.
It's also the most recent pinned message on this channel.
no one reads channel topics or pinned messages
we have pinned messages? :p
Why does Event On Clicked use the cursor and not the middle of the screen? How can I use the middle of the screen instead?
Is it possible to lock the cursor on the middle of the screen?
can someone tell me how to get nice even lighting everywhere like this ? ? ? I used 4 directional lights, 1 from the north,south,east,and west. but that seems like an ignorant way to do it. there must be a better way.
can you recommend a free one? a really lightweight one ? i dont know how to do celshaders. the best i could do is youtube search
i just want to limit the darkness basically.
@rancid lynx In your postprocess volume, add a blank white ambient cubemap
i know alittle about PPVs. ill try and learn about black white ambient cubemaps. thankyou
Just a suggestion (not sure if there is a better place for this) - Would be fantastic to be able to right-click levels in the content browser and set them as the project default π
shouldnt really happen that often i think. tho i find myself changing default map all the time in my project. would be useful
i want to start learning the multiplayer features of this engine what would be a good place to start
There's courses on Udemy and also Tom Looman's courses are really good
Udemy? It's usually less than a dollar an hour, plus you get support.
Udemy courses are also really high quality with solid teaching
I've got a degree in this field, I can tell you that Udemy is a better resource.
You could get a tutor too, I guess.
@wicked sparrow there's a feedback section on the forums where you can leave feature requests. this discord was made by the community for the community and isn't ran by epic.
^
Thanks π
is there any good course or tutorials for blueprint multiplayer? Tom Looman's seem good but they are in C++
I downloaded the Multiplayer Shootout project but I don't understand it very well, and there's no tutorial for it.
yes there's an old course on the UE4 YouTube
In this video we take a look at the finished project and step through each of the features that will be covered in this series. We show our functional Main M...
Hello guys , how do you handle background music? I can't seem to just have music playing in the background while playing in the editor , so i thought of placing the music in the level and then have some sort of trigger to play the music but the problem is my map is enormous , so i don't think that's the best way to go about it, am i going about this in the wrong way?
quick question
And if i want to have different BGMs playing at different times , i don't think triggers would be optimal let alone possible
if for example I make 10,000 in 3 months which is per calender quarter thing, do I see what is 5% of 10,000 and pay them to epic or do I subtract 3,000 from 10,000 and see 5% of 7,000 and pay them to epic
@somber quail alright good
@opal berry best to ask them, though iirc you'd subtract the 3k, then get 5% of 7k
5% of 7000
https://www.unrealengine.com/en-US/faq?active=release best to read this though.
no rocketscience
"For example, if your product earns $10 from sales on the App Store, the royalty due is $0.50 (5% of $10), even though you would receive roughly $7 from Apple after they deduct their distribution fee of roughly $3 (30% of $10)."
i love it that people go "omg 5%!" but steam's 30% is "meh, thats fine"
π
Steam 30 super suck
evil epic strikes again xD
take it like a man and accept it, or release for free, or go to another engine and pay other expenses and steams 30%
Chteam - nuevo juego platforma - only 27% per sale@)))
or try to sell outside steam, and realize the odds of making bank that way is extremely limited.
or become a big player and change the % via special contracts
or not worry about 5% because generally the odds of you making bank with a game is extremely limited :p
well that was a lame joke.
@tall pendant or become a big player and make own launcher - here, fixed for you
You can easily make it fully auto and hold many more rounds.
K..k... m16
will it increase your sales?
@next badger Thank you! π
Aggressive adevrtisement
oh...but it's like direct sales
@tall pendant I heard in california it is 5-10 rounds or so
So 5% to epic from the whole sale price
What about VAT taxes ?
can somebody hep me with projectile movement?
Isn't it Discord?
i dont know, what are you talking about
i was reading back chat
how to limit click speed
break players fingers
how do we rotate the pivot of static meshes? middle mouse is to move it, but I want to rotate it so it stretches fine
assuming this is a mesh that you rotated already, change the mode to local
there's an icon to do that in the top toolbar where you also set the snap distance etc
it was actually a brush model converted to static mesh
I'm not trying to change the gizmo coordinates, I want to edit it in the model
I don't think that's an option in engine
ok
what d oyou mean by middle of the screen? is it a shooter?
like a fps game and yo uwant to click on something
yeah
basically the Click event activates because of the mouse, not the cursor in the middle of the screen
then you have to use something else (a trace)
and i fixed my stupid problem
the mouse event is used for mouse games
oh, ok
the cursor in the midle of the screen is actually not a "cursor"
Techinally yes, but how to I get the input from the middle of the screen?
https://docs.unrealengine.com/en-US/Engine/Physics/Tracing/HowTo/SingleLineTraceByChannel/index.html
This how to covers using a Single Line Trace by Channel Blueprint node to return a the first Actor it hits that responds on the Visibility channel, and prints its name.
isn't that expensive?
no that's what you use in any fps game sinceforever
so if I put a game on steam and sell it and made in 3 months 3,000$, steam gives me 2100, does that mean I only made 2100 so I dont give epic anything or what
still dont get it
yeah it is
are you sure or guessing?
12%
ik
my question is that do I have to pay money to put my game in the epic games store like steam its $100
No.
I think you must contact staff but i don t think
I think you have to recognzied to be put on the Epic Games store
Yeah that s the same think with steam
No, you can put any game on Steam as long as you have 100$
but the same can definitly not be said for Epic Games
why would you want to sell on Epic Fail store?
Steam asking your compagny id
It's not the same as with Steam tbfh.
Also: You can def. sell as Individual on Steam.
How does melee work π
each game you sold on epic store is a higher revenue that on steam
How so?
it is, except nobody buys games there
Yeah, but it is still harder to get it to Epic Games store, there isn't even any way to publish it directly from the Epic Games launcher, you would have to mail Epic Games
I kinda doubt nobody buys on EGS.
Well, don't you have to message steam as well to put your game on it?
Their figures clearly speak for themselves.
well, there is a lot of trash games on Steam, there isn't really good moderation, you can put literally nearly everything on Steam
Obv. there's tons of half arsed trash on Steam. Thats what you get when open up for every derp operating out of mum's basement and set the submission fee to a whopping 100β¬
Nah
no, greenlight is to make it more popular, I think it's just that it gets verified, and therefore makes the recommended
There is no Greenlight anymore btw...
wtf
XD
It was replaced by Steam Direct a while ago.
SteamSpy has them at Owners: 20,000 .. 50,000 Quite a good amount for a pretty decent price too. For something I imagine took little time/money/effort. Didn't see the gameplay, can't view the page.
May I derail the conversation to Something else for a bit? I've never worked with Unreal Engine, But I've dedicated a year to Learning C# and then into unity, I feel like I've made a huge mistake as UE4 seems generally better, is there no support for C# development with UE or do I have to switch to C++?
Nope. No C# for UE4.
So C++ it is Internal Screaming
I think there was an community thingy long ago but...afaik it's dead.
If you understand programming concepts no itβs not a bad transition
Yeah, for the most part, it's not that bad. UE4 makes the majority of it pretty mindless.
UE4 Simplifies it?
"How Familiar is C# to C++"
Like "Car" and "Cat" IMO
class Cat : public Car {};
XD
Cat.drive();
well, it has 4-paw drive
Anyway, no, I actually think about this somewhat often, learning UE4 is ROUGH.
There are things you have to consider to not corrupt stuff.
lol
Hit Hotreload
and stuff is corrupted
:d
no need to make it harder than that
GG
yeah i was thinking this: learning c++ is manageable, but learning ue4 and c++ at the same time is ... quite the experience
Well I learned both kind of at the same time
same here
C++ looked like complete gibberish to me
but it wasn't exactly easy
not that biggy if you are familiar with C like langs
Hence why I picked C# compared to it
hm
I also did both at the same time. Started maybe 1.5 to 2 years ago. Didn't know what a class was at the time.
the devil is in the details
I was using ObjectiveC before
Well I mean, with consistency anything is doable and learnable
the UE C++ was an easy transition with all it's UPROPERTY UFUNCTIONS etc
i was also fighting the ue4 gameframework a bit
coming from unity
felt/feels a bit more arcane
Well I only went through the basics of Unity
unity is dead-simple compared
So atleast I didn't lose time in that sphere
Also, if you don't start with BPs for a little bit, it'll be extra rough.
unless you want to become a ue4 game dev, you probably didn't lose time, as you still progressed as a general game dev
As General yes, I only got into engines like 2 days ago, since I thought I am pretty far on in C# and decided to get into engines.
@dim plover BPs?
blueprints
Is there a place for reading materials on UE4 sort of a place like MSdocs or something?
Complete resources for learning to use Unreal Engine 4
Thanks
i firmly advise on doing a very small project in both engines and only then deciding
Already have started making a small melee game in unity, probably going to do the same type of small game in UE4 and compare the process in both.
great idea
#multiplayer is probably the better channel for that question @mystic dune
Okay
Guys I need some guideance when it comes to trees. I have my workflow down to making the tree, twigs and leaves however where I am struggling is allowing the leaves to be substance controlled via an atlas sheet and the twigs seperate. My issuse seems to be overlapping UV space between the leaves and twig texture. I cant scale the twig down and I cant move the leaf uv since the atlas generates it right in the middle of the texture. Im sure its something simple im missing but I cant get my head around it.
Keeping them as seperate objects prior to export may work, would that cause any performance problems? I would have the tree, twigs and leaves all seperate.
Ello, i wanna ask how to make the whole landscape being in same contrast, for some reason the center is somehow highlighted out of the remaining part of the landscape
I thought it's lighting, but i'm not really sure it is
nevermind, i re-open the level and think it fixed
what would be the way to record some playtesting in editor? I want to set up some camera actors and record while playtesting (I have 0 experience with matinee and sequencer)
@green lake simply bake lighting
I have the same problem, it's lighter near the player
Is there a way to open multiple animation assets? I.e. two animation sequences, or two montage assets.
I refuse to believe that only one can be open at a time.
Does anyone know of any plugins or macro libraries for doing geometrical maths?
I'm thinking of things like calculating where two shapes overlap, calculating the shortest path/distance between two surfaces
is there a way to turn off global illumination for certain objects? i have a lamp that turns brown from wood beside it
Hi guys, im wondering how I could bake the lighting for a concrete ground plane when I have a light which color I am animating in the sequencer, right now only my puddles reflect the new color while the ground itself do not become affected by the changing colors, any fix for this ?
change to stationary?`
stationary is for this yes.
you just have limits on how much stationary lights can overlap afaik
can you bind a dispatcher event from a separate blueprint?
That is the main thing I use dispatchers for
the main thing I use dispatchers for, is to confuse people who call them delegates. π
seems strange the language between blueprint and C++ is different for certain types
@gleaming creek Sounds partly the problem I had and fought couple of weeks to solve it. I'm making a puzzle game and I wanted to calculate the percentage on how similar two images are when compared to each others. I ended up with a solution how to calculate overlapping geometric area (red in the image) of two or more silhouettes. no distances though.
You can compere pixel colour in a shader and output a normalised result for comparison of images. It's kinda suited to it with the way it raymarches
I use material which has Blend_Exclusion node to do the overlap coloring. I didn't find how I can anything calculated and out from the material, like the size of the overlapping area with just nodes and not writing shader with code (that I can't do)
anyone can write a shader π
I get the result out in BP by making a render target from the material. Then I calculate the result in C++ .
I have done shaders a little.. but never in UE4
same thing really. it supports HLSL and you can convert others into it. Materials are just shaders really (with a load of bloated crap in them) :p
But how I can get a value from shader to BP or C++?
there is a custom node you can use. I often input values into shaders to manipulate them.
there are material parameter collections too for sending data between BP C++ and the shader internally
So, it's possible. Thanks! I searched everywhere but it seems that there almost nobody that actually writes shaders by themselves
Not much tutorials or anyhing about HLSL use in UE4
yeah I had use for it with a slot machine where I created dynamic winline graphics. Used parameter collections to pass results of the winline in and the shader drew it appropriately
Sounds good, I have to do comparison in real-time when player is moved the game object to it's desired location. Current solution involves too many components and is rather complicated but works.
Thanks for the tips! I try those when I rewrite the prototype's code.
no worries. There is documentation there for Material Parameter collections and using Custom Nodes in materials. So with a bit of a google-fu session you should be fine
I have done some basic HLSL before, so shouldn't be too bad. I'll search those!
you just make a custom node in the material editor damsteri
its a node named custom
and place your hlsl inside it
Well, that isn't bad. I'm sending values from BP to materials now already (DMI and parameters), but can't get the result out from it. I need to send the created RT to C++ and calculate it pixel by pixel
Ah, my question was more about 3D space
@gleaming creek Maybe this conversation still have some value to you?
Trying to calculate three-dimensional paths, which needs finding the shortest path between two portals, which are effectively two planes at random angles
@normal burrow i built the lighting but still get weird colored light on my ground, any tips when the light color is animated on how to build it properly?
Right now I'm cheating my having the planes be unrotated only, because it makes the maths much easier
Step by step
nah no tips from me carl, i've done only limited stuff with lighting
search the internet
Hey all! Any Sony devs here? I'm trying to get setup with the partnership program but I need a static IP address. I'm wondering what services you use, and the cost.
I'm more of an artist, so apologies if this seems obvious, but I'm the only dev on my project at the moment.
I tried NordVPN, but their static IP didn't seem to work because of the format....
You already asked from your ISP how much a real static ip would cost?
Yeah, I have Spectrum in my area, the prices actually seem reasonable, but I was told a VPN service might be more cost effective.
Might be cheap, I had static ip for just 9β¬/month some years ago. It can be also expensive if you need to get a business contract
@stone oar nice, that's a good price. Spectrum doesn't provide residential accounts with static IP's, you need a business line, which is fine, and the price isn't that bad.
Well, they did that where I lived too... one day they contacted and said that I can't have static ip anymore in a residential account, they changed their policy
Ahh okay.
I have no experience of using VPN for that purpose though, maybe someone else has
@stone oar Got ya. Yeah I'm just trying to figure out which other options I have before going to Spectrum for the service. If I can set it up myself and a little cheaper, that's obviously better. But like I said, Spectrum prices aren't that bad.
Hey guys. I made a simple particle system but when I add it to my level, it doesn't show up in the viewport. Is there a way to fix that?
@blazing shore VPN is a bad idea
pay the extra in your internet
VPN is only a choice for the ones that really do have no other choice because static IP is infeasible for some reason
Hey Anybody knows how to preserve a class reference after destroying an object
I have this
and lets say I pick up that item
the moment I destroy it from the world
the Class goes to None
Hello, I am merging two characters from different assets into one (Advanced Locomotion System and Dynamic Combat System) What is the order in which Id move things over? I have ALS character parented to combat System but I want to merge them into one so its cleaner
I want to avoid having to set the class for each object everytime
but when I destroy the object the class gets lost
you should be able to simply store it in a variable. Garbage collection will take what it can when an object is removed. But if you store the class reference in another var, that will only get cleaned up appropriately
@frank escarp Yeah, that seems to be the case (especially with the recent NordVPN breach lol). I think I'll just go with the internet provider route. Seems like it'll be more stable as well.
hi folks. I set early z pass back to default (Decide automatically) and now my project crashes every time. Any ideas what I can do to fix this?
@ornate ice you probably should not have a class reference in a first place if it can be randomized...make a data table, add classes there, and use enums to pick them
I solved it
π it was another stuff
totally dumb
@next badger BTW is there any reason why I cannot have a Data Struct have a reference to another data struct that contains it?
like
Dialogue Node
-> Owner
-> TextLines[]
-> Choices
-> TextLine
-> Dialogue Node (To Continue another Conversation)
a struct is compile time, so to contain itself would need to compile itself first, in order to compile itself. See the issue? The workaround is use an array
hey everyone! o/
does anyone here know what's going on with the ARCore Updates (or ratehr lack of)?
you cant have an array of a type inside of itself either marc, a pointer is okay though. if you meant TArray then yea thats okay too
new release preview and the Plugin is still ARcore v1.7 (same as 4.23 release) while google is on v1.13 ?
also Unity is running ARCore v1.13 already
does anyone know if Epic is about to stop supporting the plugin?
can anyone help me with this Engine/Binaries/ThirdParty/PhysX3/Win64/VS2015/PhysX3PROFILE_x64.dll' (GetLastError=126) full log; https://pastebin.com/KQ40FsCY
im using vs2017 but says 2015 on there
After i could`nt get a server package running i decided to make a very simple Game., following this instructions:
https://wiki.unrealengine.com/Dedica...s_%26_Linux%
that was just a load of jiberish to me π
I found this solution
UnrealEngine-4.22.0-release\Engine\Binaries\ThirdParty\PhysX3\Win64\VS2015
to
WindowsNoEditor\Engine\Binaries\ThirdParty\PhysX3\Win64\VS2015```
Hello,
Anyone know if there is anyway to generate a rig file
I need this to use for retargeting but by default there is only humanoid
thx for tag me if any solution or response
timing is everything. its accessing a reference that doesn't exist
Hey, at least itβs an easy error
Guys u dont get it lol
The error is that a variable is not valid
But the error comes from the is valid node
Which is supposed to fix the error
tbjbu2 and does it go to an AND statement or something?
no it's just the default engine one
then you must be getting a reference off an invalid reference
What does the node setup look like?
well I have no idea where the error is because when I click it it sends me to the default engine IsValid function
it's not rly a big deal it just happens on startup just a weird issue lol
It tells you its in PrimalPlayerController
it should give you the full stack trace
pretty sure it's just a funny bug

it sends me to the isvalid function
so
the issue is there
Pretty sure it isnβt π
how do I fix it then 
the funny bug is a lie
Look at the function itβs directing you to
Guys I clicked it and it sends me to here
Why are you branching an is valid node
but thats where it is.
yes, it is
Eh, best not to bother pat.
o
Your IsValid call is there tbjbu2. the isvalid is not the erorr, the thing you are passing to invalid is likely a variable on another object reference which is invalid.
this was it
then you must be getting a reference off an invalid reference
still a bug here cuz it directed me to the isvalid function macro thing instead of my graph

Good job βboiβ
actually not sure i f that was it
its' still erroing
lol
Idc going to sleep
gn
oh wait no it's fixed
ok
klol
guys dont be like me and go to sleep at real times
not 4am
Which ini file is r.Streaming.PoolSize in if I wish to set it permanent please?
@chilly gale ok, I admit, this one was a bit of a tricky one to google - but still done it
also u can just run the command on begin play 
Ok thanks, I been using the console BUt that don't saty

Hey, I have a fast one, I hope. I'm importing textures I exported from SubstancePainter. I went through the nodes and connected them, but am not sure if I connected the emissive node correctly. The colors appear where they're suppose to on my object/geometry, but they aren't glowing like I made them in Substance Painter
did u try connecting the textures to the emissive in the material
no idea what u r talking about but that might be it
I'm pretty sure I did. I did bake my objects, applied black masks, the channel is there. One sec
it's not connected to emissive
But when it was connected, it did nothing still
May I see the mask?
In substance?
The texture
try multiplying it maybe, see *100 if it's any different
The masks and textures themselves are in Substance Painter I mean and
I'll try that. I did try using multiply but am pretty sure I didn't do it right.
As far as seeing em. One sec
Itβs a very desaturated colour. The intensity is based on the grayscale
Here's what happens if I multiply and, one sec. I'll show you the textures in substance
Multiple by a high number π
How do I change the number
my screenshot
Click on the node
hot
Sorry. I guess my head's a little on backwards.
dont think thats possible but ok
Or add a constant node (hold 1 and click as a hotkey)
That's odd...
Yikes. That's pretty bright
press apply
good send us a shiny pic
I'm not doing the one you told me to
Because I don't want people to have a seizure, but here's a more reasonable emission
Yep. So emissive color uses saturation as the alpha if you do not have a mask in place. Multiplying the rdg will brighten it
This shit's gonna be lit up though. Cyberpunk everywhere
cool texture
GIF da Alessandro Seriostudio
I'm not doing the one you told me to
Because I don't want people to have a seizure, but here's a more reasonable emission
too bad
Thank you β€ And, I did have a mask in SubstancePainter. All I really did was take a color
Why have this bug xD?
and only apply emission
ππΌ just letting you know why that was happening
Then, I adjusted the emission settings
Anyway Coool texture
Flex flex flex
But it's not that impressive. The lines more came from substance painter than me
Hahaha lol
That all said and done, thanks. You guys have been a big help
thats like saying my logos are not impressive because I use a photoshop plugin to make them
you should be impressed by the fact I found the plugin!
I guess. It's just, it practically did it automatically. The lines just spread em automatically.
just dont tell anyone and take all the credit
say u drew it line by line
the program wont mind

Jesus! Why I can't download ARTv1 for my 4.23 version of the Engine? Why I have to download it from third-party sites? It's perfectly working with Maya 2019.2 and UE4.23.1. WHY, Epic, WHY?!!!! π‘
does maya actually work though?
Yes, most of the time
when installing a mobile package:
anyone know why i cant change my frame rate cap? i added t.MaxFPS=120 to the ini, i have typed it in the console. i have turned off frame smoothing and set min desired to 120, still stuck at 60
ue4.23.1
typing t.MaxFPS 120 without = into console does not work?
no
Weird, mine defaults to 120 and I have to turn it down to 60 all the time
still stuck at 60
me too except 240, you sure its not just peak hardware performance kilrath?
vsync or something?
its the 3rd person starter level on an OCd 6700k 64GB Ram GTX 1080 OCd
No other editor windows open?
none
gsync?
monitor doesnt suppoirt it. t.MaxFPS working fine in my source 4.22 build
kinda assumed your using stat fps right?
r.VSync 0 ?
yea that did it... never had to do that before
is it possible to setup a multi user instance without being on the same network
not really santa, you can make a vlan but found it pretty hard to work with.
most people use vpn for that, but yeah, i guess latency should be like few ms to work in comfort
yea vpn is the right term lol
Hey. Seems I came into one more dilemma. "^^
The alignment of my objects aren't exactly as good as I'd hoped. I need suggestions.
@crude vessel I think its a program that can distribute a build across multiple machines
I could be wrong though not 100% on that
Okay, I was just using the example map provided by epic, and it was trying to get through the firewall and was ajist curious.
can i somehow grab the vertex color vector?
anyone know why when I add a camera actor track to the sequencer, it spawns a new track saying missing object
Hello good people, I ask all of you to please guide me to a thread or video which discusses about dynamic lighting with skylight, preferably interiors, if there is any in your knowledge. I want to see how good results we can get with just dynamic skylight and post process
assisgning the actor to the track doesnt work
@fathom gust SkyLight is an actor which adds lighting from all directions
You probably mean DirectionalLight (simulates sunlight)
Is there a way to make the editor tooltips appear more slowly?
Uff found it
Window -> DeveloperTools -> Session Frontend -> type in "Slate.ToolTipDelay 2"
... for a 2 second delay
how do you change the background of the starting platform in one of the templates? do you have to set a material?
- how do you change the color
Create material > add constant 3 node
Guide for setting up and using the Main Material Node
do i start with creating a blueprint class?
In this video we create a very simple Material that just provides some color and basic surface definition. A link to the wiki for further notes is available ...
thanks @abstract relic
how can i turn off the character to just use the camera in the third person view above?
You got through that video already?
Ah, you set visibility to false on the characters mesh
thanks
anyone ever get dx11 errors?
Getting errors when building and running but not in editor..
Drag the Mesh thing you have highlighted into the graph. Then βset visibleβ (I think) to false Javin
You can have the node two times and just click the check box. Or set it to NOT isheadmounteddisplay if this is the idea
Yβall need better sleep schedules
This is an opinion, I agree
It's beautiful @plush yew
Thank you. Bow And sleeping's for squares.
OK
any reason why i can only load the game once built with DX12?
Got a blank project. Imported a landscape. Was working fine yesterday. But now, when I hit play it hangs then crashes
Ahh. I have a blueprint which controls the time of day/year. If that is within the persistent level it crashes the editor.
hey guys any way to Unreal remember pivot for group - Pivot offset do not work with group pivot
@dim arch There needs to be directional light but from what I have tested we cant do much in interior settings without getting unwanted shadows. Skylight makes an overall lit atmosphere which is actually pretty flat. I was wondering how can we up that another level. like getting some decent shadows or something. I wanted to achieve it without and bakes or point/spot lights. Everything real time dynamic
you need to use DFAO if you want not-so-flat-indirect-lighting in UE 4
All my UE collection went poof. I can open projects but not package them. has this happened with anyone else?
hi im having trouble withg my sounds for my multiplayer game. the footsteps on server seems to be ok. but when i use client 1 or 2. seems the footsteps multiplied.
this how i set it up
Hey guys I'm working on a VR driving game and I'm struggling with how to set up collision to allow for collision with the environment as well as a physics asset that controls the car's mass etc and finally some colliders inside the car that allow you to have objects inside the car and put them on your seat etc. Would I just have to recreate colliders for all the individual components in the car as primitive colliders and add them as components in the car? Or could I do something in blender to more easily set up colliders? My car mesh is not really broken up into individual components right now so i'm just trying to figure out the best way to go about it!
@fathom gust using a skylight adds omnidirectional lighting to a surface, it can simulate a baseline illumination value (if you assume that all surfaces in your scene receive a small amount of light) but it isnt physically accurate
you have to balance physically accurate lighting (which takes a v long time) with hacks like approximation and ambient light
the main thing you want is global illumination, which is available using RTX
if you have rtx on use r.RayTracing.GlobalIllumination.EnableFinalGather 1
if you need to light an interior scene with an outside light, you can try using light portals around the windows, not sure if they work with rtx yet though
I eventually gave up trying to resurrect my ever-crashing project
All I did was rename some CPP files the wrong way, then rename them back
But from then on UE never loaded the project again
Did you regenerate VS files?
yeah
Did you rename project files or engine files?
Clean, rebuild, wipe the binaries and intermediates, regenerate, etc
My own CPP files
A class that was used by a BP
did you do a redirect?
What does UE say when it fails to open the project?
It's done now, I'm just have a whine
If you don't fix the issue now, it'll just come back to bite you again.
Pops up with the UE crash / send error report dialog
Core Redirects enable remapping classes, enums, functions, packages, properties, and structs at load time.
you'll need to do a redirect if you rename a class in the middle of the project
Redirects might help, but failing to redirect shouldn't crash the editor. Maybe.
its fine once you do it
if it was a bp inherited c++ class that was renamed, I wouldn't be surprised if it crashed depending on ue4 version
What's the callstack? Maybe you're loading a BP class that is now broken.
bp is very finnicky for that
Nah it was just a class that inherited from UObject that was defined with UCLASS(BlueprintType)
I'm actually still wondering how you even delete a C++ class you make
There appears to be no delete option
Just delete it in explorer, probably have to regenerate after that.
you do it in Visual Studio and regenerate the files
making sure you remove all refs first
Hello,
Anyone know if there is anyway to generate a rig file
I need this to use for retargeting but by default there is only humanoid
thx for tag me if any solution or response
and how is that anything but logical?
But to rename a class, I went outside the editor and it nuked the whole project
You can rename a class in VS, just fine. Can't rename the file, though.
Also, by the way, to properly compile, you have to close UE4, build in VS, and then reopen UE4.
Well there are simple reasons Marc, but it's more that it's one process for one thing, but definitely not that process for another thing
Ah yeah, that's what I meant, rename the file
you get used to it I'd say. It's just one of those things you have to take as verbatim
its not even something live coding can help with because it will crash that too I guess
Uff that's rough, Floss
Yeah I found sometimes a build in VS is enough, sometimes it isn't
So yeah, this cluster of things isn't fun
If you compile/HotReload (without Live++) in UE4, your BPs and other .uassets may get corrupted.
Mainly just unimpressed that the whole project was killed
pretty sure redirects will fix it
hotreload is only for source files, not for header files, the list of things that can go wrong for using it for headers is excruciatingly long
it is 100% ok with source files aka cpp files though
never had the issues with it that others seem to have
So this redirect thing involves editing a text file to specify new names?
yeah
often at times, reparenting goes a bit wrong, so active redirects were introduced
how do i swap out the camera from one unreal template to another project?
i am trying to get the VR camera to work in a regular project
I think I'll avoid redirects
in the future I mean
For this project, I had already renamed the files back to their original names so I think redirects wouldn't apply
Oh boy , one of my door blueprints was corrupted. I was able to use git to clone an old copy of the repo and recover the blueprints, but all the doors are still deleted/missing from my map. All of them . π
:\
Has anyone received directX errors when building and running but not in editor when running?
I don't get what I'm doing wrong; ```[2019.11.11-14.10.17:346][ 0]LogScript: Warning: Accessed None trying to read property CallFunc_Create_ReturnValue
Menu_C /Game/Menus/Menu.Menu:PersistentLevel.Menu_C_3
Function /Game/Menus/Menu.Menu_C:ExecuteUbergraph_Menu:0104
[2019.11.11-14.10.17:347][ 0]LogScript: Warning: Script call stack:
Function /Game/Menus/Menu.Menu_C:ReceiveBeginPlay
Function /Game/Menus/Menu.Menu_C:ExecuteUbergraph_Menu
[2019.11.11-14.10.17:348][ 0]LogScript: Warning: Accessed None trying to read property CallFunc_GetPlayerController_ReturnValue
Menu_C /Game/Menus/Menu.Menu:PersistentLevel.Menu_C_3
Function /Game/Menus/Menu.Menu_C:ExecuteUbergraph_Menu:0045
[2019.11.11-14.10.17:350][ 0]LogScript: Warning: Script call stack:
Function /Game/Menus/Menu.Menu_C:ReceiveBeginPlay
Function /Game/Menus/Menu.Menu_C:ExecuteUbergraph_Menu```
how else can i do this?
It'd be great if there would be more awareness about how UE4 can be unreliable
@bitter iris try adding the owning player as a player controller ref
like, with a tumbler account with all the problems ppl have with UE4 and whatnot
what are the minimum requirements for unreal?
I could prolly upload some file projects with reproductible crashes from various UE4 versions
On your Create Widget, plug in a regular player controller node (or your multiplayer equivalent) to Owning Player.
Okay ill try repackage
?
@weak cypress Google https://docs.unrealengine.com/en-US/GettingStarted/RecommendedSpecifications/index.html
Minimum and recommended hardware specifications and necessary software for developing with Unreal Engine.
how to check my specs?
hmm, having some weird problems with attaching a character to an actor
using the rule 'Keep Relative' for location is not giving me expected results
the character is being teleported hundreds of meters across the map
like the character world transform is being used for the relative transform
hi, anyone interested in making a math related educational indie game with me?
i need a programmer who is familiar with unreal engine (not necessarily math because i'm a math student and also a programmer
@kindred viper i put the player controller on the widget like you said still the same warning which wont let me start a server
it will be a puzzle game like Pythagoria (on Steam), Pythagorea (on App Store), etc.
we can develop a demo and kickstart it and the profit made will be all yours except the server maintenance fee etc
Hay anyone ever implemented a Dialogue System in BP?
how do you fix meshes in Ue , which have a face problem after importing from Blender ? i already tried reverse faces with alt + N in blender and also triangulare faces.
can i get my level blueprint into my actual actor blueprint?
i have some teleporters i want to be activated and deactivated
Anybody know if there is any performance implication in having all elements in the world being Pawns, with AI controllers
just wondering
@ornate ice yes. AI controllers execute a lot of things frequently. Depending on the xomplexity of the AI and the pawn though, maybe less performance hit than some graphics features
@zealous cloak you can copy and paste nodes and recreate variables but I dont know of a quick easy way to simply convert it to an actor blueprint
i checked if my motion controller is within my collision should work
Also any references to placed actors will probably not work (but if they donlet me know). You will likely have to find or set them some other way.
Meaning actors placed in the level already
@spice canopy I see I wanted yo try to make a Dialogue System based on this videos. Cause he uses the Behaviour trees too make the dialogues and that was pretty interesting. But Then I saw everything that has a dialogue interaction would require to be an AI Pawn of some sort
This is the start of a new series covering how to make a more advanced dialogue system than the previous one I had made. This one features questions and resp...
I've been trying to make a dialogue system with branching only with BP
but its fucking hard
make a big old data table created in a CSV file with an ID and a dialog and ID's as the options
then your display has a starting dialog # and it shows it and the corresponding options
and it goes from there?
uggg all those ids sound like a maintanance hell