#ue4-general

1 messages Β· Page 576 of 1

opal berry
#

what is a good environment pack 10 dollars or less

plush yew
#

fixed

#

@opal berry there is good free too

#

how to do like this

#

is this just casting?

opal berry
#

@plush yew what is the name of the free one

plush yew
#

@opal berry open world demo collection

dry nebula
#

My game won't export

#

It just opens a documentation page

#

How do I fix it?

dry shuttle
#

Hello does anyone know where i can find some good documentation for adding cheats to my game?

oblique raptor
#

Hello, is there a way to change the default loaded map in a project outside of the editor? I managed to make it crash on a map that is the default and now its crashing every time. Help will be appreciated!! πŸ™

dry nebula
#

no, but how do I fix exporting my game?

dry shuttle
#

@oblique raptor look in the DefaultEngine config file of your game

#

theres a section called scripts/enginesettings.gamemapssettings

plush yew
#

Hello so custom built unreal engine from source code is crashing after a powerloss during saving im only opening editor and not the project.... what is going on this is the error i have

#

Faulting application name: UE4Editor.exe, version: 4.23.1.0, time stamp: 0x5dcf7ae4
Faulting module name: ucrtbase.dll, version: 10.0.18362.387, time stamp: 0x4361b720
Exception code: 0xc0000409
Fault offset: 0x000000000006db8e
Faulting process id: 0x65b0
Faulting application start time: 0x01d59d8136bfaaa8
Faulting application path: E:\GDK\Engine\Binaries\Win64\UE4Editor.exe
Faulting module path: C:\Windows\System32\ucrtbase.dll
Report Id: 62aa4121-bb94-4dc9-aedc-2857ef5bf1ef
Faulting package full name:
Faulting package-relative application ID:
Corrupted
Fault bucket 1618265153415991083, type 5
Event Name: BEX64
Response: Not available
Cab Id: 0

Problem signature:
P1: UE4Editor.exe
P2: 4.23.1.0
P3: 5dcf7ae4
P4: ucrtbase.dll
P5: 10.0.18362.387
P6: 4361b720
P7: 000000000006db8e
P8: c0000409
P9: 0000000000000007
P10:

Attached files:
?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERBEEC.tmp.dmp
?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERC67E.tmp.WERInternalMetadata.xml
?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERC6AE.tmp.xml
?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERC6BC.tmp.csv
?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERC749.tmp.txt

These files may be available here:
?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_UE4Editor.exe_e25ca9065922ce07547dfaa2a7c951617087c0_070079d8_b0294400-af1d-49ac-921c-801218e8fbea

Analysis symbol:
Rechecking for solution: 0
Report Id: 62aa4121-bb94-4dc9-aedc-2857ef5bf1ef
Report Status: 268435456
Hashed bucket: 50248493fbcf67b676753b9545c0cf2b
Cab Guid: 0

#

Does anyone know what is happening and how to fix it

oblique raptor
#

Ahh @dry shuttle , thanks! Found it!! Cheers

dry shuttle
#

welcome

abstract relic
#

This weekend theme is in: engine crashes

plush yew
#

What does evreyone's engine crash

#

and corrupt

#

πŸ˜‚

#

Im kinda on a deadline

#

xD

merry gazelle
#

Guys help me my car broke. Not in UE, i mean real life

plush yew
#

huh

#

unrelated?

merry gazelle
#

Lol just joking around

plush yew
#

im not a mechanic

#

xD

#

πŸ˜‚

#

Im a programmer

merry gazelle
#

Any mechanics in chat?

plush yew
#

im trying to recover my game else i've lost like a lot of $$$$

#

il try wiping ddc

#

:/ im scared.

#

Does anyone know if DDC fixes problems sometimes

opal berry
#

@plush yew i fixed the shadows by making my light source to static too

#

but its werid because I had it on stationary and made it look werid

#

but isnt Stationary spouse to mean both?

tawdry lodge
#

statio is baked+dynamic

#

movable is full dynamic

#

and static is full bake

plush yew
opal berry
#

but when i use static for my trees and stationary for light source and build lighting I get a weird looking shadow that sucks

plush yew
#

It crashed at 73%

#

why!

tawdry lodge
#

maybe look up about lightmass settings

#

light map resolution etc

#

idk

#

maybe you just have to tweak some value

wispy raven
#

hi! i would like to make the camera smoothly rotate/pointing at the player (top down view with third person template), how should i do it?

abstract relic
wispy raven
#

tried that, it doesn't seem to work

#

or probably i'm doing something worng

dawn gull
#

Hey, does anybody have a sort of basic idea on how the team of Snake Pass made the body and if there is any documentation on how to create that character?

#

Please ping me

copper elk
#

Does anyone know how to stop 2 colours from interfering with each other

manic pawn
#

..make it not transparent? what's the issue here br_thinking

copper elk
#

the highlighted but is a border which is purple (I want it to be a be transparent, that is done on purpose)

#

I want it to be transparent

manic pawn
#

how do you expect transparency to work if not by slightly tinting the background?

copper elk
#

well idk

#

is there a solution where I can have two different colours or not?

#

with it being transparent...

abstract relic
#

That’s not the definition of transparency 😜

plush yew
#

Perhaps have the background texture not extend all the way down to where you want the border to be at.

#

Set up a vertical box, put the background texture on top and the transparent border thingy below it.

#

hey, guys?

#

I have AI, and I want them to alert each other when they see a player to come to their position

#

how would I do that?

#

One approach would be to have an event handler in your GameMode or GameState, and have all of your AI bind to that event. Then when an AI sees the player, it calls the event. So now all the AI, including the one that spotted the player, will fire that event where you can handle the logic.

#

wouldn't that be with blueprint AI?

#

I'm using a behavior tree

#

also never messed with a gamemode or gamestate

#

I am talking about behavior tree AI with blueprint. I don't know how it would work in C++, but it must be the same.

#

then how exactly would I handle an event in the gamestate that connects to the behavior tree?

#

I'm just not sure in the first place of interaction between ai and ai

#

I think you should not allow the AI to let each other know, but rather have some system that let's all of the AI's know, similarly to what I recommend. I can't help you out with implementing it though

#

I don't know, I tried having a stimuli source as well on the AI controller, and sending out a noise event when they see

#

tried both after activating cansee on the blackboard, and also first node in the canseeplayer part of the behavior tree

#

the sound does play when putting it in the behavior tree like that, but, it doesn't work to alert them to the location

#

and, as I said, I've never messed with gamestates, so I'm not sure about that

stray smelt
#

Suddenly I have materials where texture references have been broken, even though nothing in those assets have been changed. Someone else who checked the same file (SVN) and doesn't have this. Is there some cache/temp data on my computer that could cause this?

swift spindle
#

you could try clearing your intermediate folder

stray smelt
#

hmm ok it seems like the textures are in the correct folder, but they're not showing up in the editor. I can find them in the win folder

swift spindle
#

if they were moved around in content browser... but then not saved... or the pointers got lost... these can all cause this problem

stray smelt
#

ok, but I'm deleting the assets then re-downloading them from SVN and they're still broken? where is whatever data that is corrupted/causing them not to show?

#

the problem isn't that the references are broken, but that the assets they're referring to are simply not showing up in content browser/UE4

swift spindle
#

are your files 1k by any chance ?

robust flume
#

I hope this is the right place to send this. So i recently bought the new ''Star Wars Jedi: Fallen Order'', which uses Unreal Engine. So ingame, there is a bug that causes fog to turn green and black. It looks really bad and i found no one having the same issue. I didnt even find a good support to send this issue to. Does anyone know what this is and how to fix it?

stray smelt
#

+2k

swift spindle
#

@robust flume not the right place at all... but that bug is most lilkely because some files got messed up.. or your video card is old

robust flume
#

@swift spindle okay, do you know where i could get help for this?

swift spindle
robust flume
#

okay thank you very much.

regal radish
#

Quick Q. can you use Megascans to texture a custom wall (in blender) for ue4.. or is it strictly for megascans ue4 use only (ms-ue4) or (ms-blend-ue4) [The Quixel deal with Epic]

tight birch
#

How do you change the resoluttion your game renders at and whether or not it should be fullscreen or not, in godot this is in the project settings but I can't seem to find it there in UE, i can only find resolution scaler which is fine and all but i would prefer to change the actual resolution

regal radish
#

Because on the web info it don't rly specify

tight birch
#

well it sounds like megascans are free for ue4 users, idk about actually using them in engine though

regal radish
#

ye @tight birch

#

down arrow on settings at the top then scalability i think @tight birch

tight birch
#

That's the resolution scaler though not where you can set the non scaled resolution

#

like I dont want to set a % value I want to set an actual width and height avlue (in my case 720p fullscreen)

regal radish
#

ok i just looked im pretty sure its the get default resolution in components

#

with other actions conncting.. theres also one for windowed and fulscreen..

tight birch
#

what menu are the components in

regal radish
#

im not sure how you'd set it up with some ui so you can select to your desired one like if you where actualy playing the game (game-options-video-resolution dropdownmenu... with resolutions)

#

im a noob @tight birch sry

tight birch
#

Oh i thought you meant an editor setting

#

you mean actually coding a gui to change it ok

regal radish
#

i seen it in bp you right click then (get default resolution)

swift spindle
#

@regal radish you can use any of your software to work on megascans files.. but you can only release it in a ue4 build.

sharp crest
#

Saw it on the homepage

swift spindle
#

networking mostly

sharp crest
#

Is it public for everyone even people not on Epic Store?

swift spindle
#

it's also very early days

#

and I'd wait a few months

sharp crest
#

Yes seems very beta as there was no announcement lul

#

Having an issue with removing foliage about file changes:

  1. I made a level with foliage and foliage types.
  2. I sent the level file and the foliage type files to someone.
  3. He added foliage and sent me back the map and foliage files (he added some foliage type files too)
  4. I can now no longer erase foliage using the paint tool or select it using the lasso tool. However I can select specific foliage and remove it.
  5. Newly placed foliage by me works just fine and can be removed using any tool correctly.

Any idea how to fix/avoid this issue? Please ping me when you respond. Thanks.

thin tendon
#

Hey guys. I want to store a colour as a global that I can use for all of the widgets in my game. Can this be done with a material parameter collection or is there a better way to do it. I want to be able to save and load the colour.

molten grove
#

Hey, so um I have a question, I don't even know if what I want to do is possible, So I'm trying to do some ''procedural'' street generation, I use a spline to define the path for the street and I'm generating the buildings on each sides of the street in the contruction script with random integers to determine the meshes, but the thing is that I want to ''Lock'' the layout so that I can add some assets manually. I'm kinda new to this so it might be a completely wrong way of doing this but I really don't know how to do the ''locking'' mechanism 😫

swift spindle
#

@sharp crest its most likely he created another foliage actor...

sharp crest
#

Another foliage actor? @swift spindle

#

How would you do that thinkDerp

swift spindle
#

when your in the foliage tool.. you'll notice some options at the top.. about single instance and whatnot... this is a per user setting

sharp crest
#

How do you avoid it then? thinkDerp

#

@swift spindle

swift spindle
#

awareness more then anything else =/

sharp crest
#

wdym

#

not sure how I can fix/avoid it PikaRun

swift spindle
#

to fix it... look in your outliner

#

I don't know of a way to combine them

sharp crest
#

whats the outliner?

#

ahh world outliner

swift spindle
#

.>

sharp crest
#

ok will try it once I load the map again, thanks!

vagrant spindle
#

anybody interested in working on a star wars jedi knight VR ? πŸ˜‚

swift spindle
#

paid ?

sharp crest
#

thats the ultimate question ^

distant depot
#

Does anyone here have experience working with a character that uses a very large number of animations, like several thousand? Or if anyone knows anyone who does.. pm me please if so. Thank you!

normal burrow
random moon
#

IT depends on what you're trying to do?

sharp crest
#

u can write that or just write what u want to actually get people to care hdsmiley

normal burrow
#

yea ask a question otherwise

random moon
#

question: what exactly becomes a subsystem in ue4? does an inventory system? cover system? etc

swift spindle
#

I've worked with hundreds before.... but thousands...

vagrant spindle
#

thousands? i cant even imagine that many animations

normal burrow
#

sora its up to you

vagrant spindle
#

btw @swift spindle not paid lol im broke af

random moon
#

i find that the documentation for ue4 is grossly lacking. i can design stuff outside of the framework of ue4 but i have absolutely no idea (in ue4) whether somethings should be a subsystem or just a independent code.

normal burrow
#

if your referring to actual subsystems ```cpp

/** Subsystems are auto instanced classes that share the lifetime of certain engine constructs
*

  • Currently supported Subsystem lifetimes are:
  •    Engine         -> inherit UEngineSubsystem
    
  •    Editor         -> inherit UEditorSubsystem
    
  •    GameInstance -> inherit UGameInstanceSubsystem
    
  •    LocalPlayer     -> inherit ULocalPlayerSubsystem```
    
#

so would inventory need a subsystem? it matters if you need a singleton for it more or less.

random moon
#

well considering my design currently is for a coop game. def not a singleton

normal burrow
#

yep

#

subsystems are as close to singletons as uobjects get

random moon
#

@normal burrow is there a documentation vid, page, item, that you use to understand this?

normal burrow
#

always read the headers for the stuff. pulled that directly from Subsystems\Subsystem.h

#

other documentation is iffy usually.

#

i've not seen a video on this particular subject though

#

an example of where you might need a subsystem, if you were pooling non-actor uobjects, you could do that sort of logic in a subsystem. you want to be careful with any objects that have a world owner though as holding references to these will pin a reference the world down, preventing it from fully destroying

random moon
#

many thx @normal burrow
just wish that the official documentation was many times more detailed and better than it actually currently is

normal burrow
#

Yea, the headers are usually the go to. The man pages for things are usually just extracted from headers. You get used to it, stuff is complicated enough to where reading what someone wrote on the subject can be very hit or miss I find. Its all very tightly interlocked usually, so trying to touch on one subject and ignore another relevant one is difficult.

halcyon flame
#

is there anything important to know/avoid about attaching lights to a pawn? as in headlights

rotund scroll
#

don't go overboard with creating too many of said actor

halcyon flame
#

how many is too many?

rotund scroll
#

depends on so many variables

halcyon flame
#

<10 ok?

rotund scroll
#

go with the heuristic of less is better

#

not just in amount of actors, but also in amount of lights per actor

#

again I can't give you a number because I don't know the rest of your game

#

just keep in mind that they eat a lot of performance

halcyon flame
#

do you know what kind of light to add as a headlight?

rotund scroll
#

in terms of what

#

like the most performant?

#

or just what looks most correct?

halcyon flame
#

perhaps

#

with performance in mind

#

just what type of light I mean though

rotund scroll
#

I'd venture to say a spotlight would look best

#

and probably would be the most performant as well, although some point light specialists might correct me on this

swift spindle
#

if your dealing with lights... main thing to concern yourself about is shadows

plush yew
#

Why is my source code built ue4 around 80GB

#

The engine doesnt contain the assets for game

grim ore
#

lots and lots of files

#

lots of smaller text files compile down to lots more text files then sprinkle in some debug libraries and you have a code build

plush yew
#

yeah but why unreal engine in epic games is smaller?

abstract relic
#

If you enabled Chaos, add another 40gb

plush yew
#

Chaos?

grim ore
#

you dont have all of those files that I just mentioned

plush yew
#

I just built it

#

Not sure of reading chaos

grim ore
#

you dont have the text files that turn into more text files and binary files and debug libraries

#

its like making a car, you need a billion pieces and parts and machinery and warehouse space to make it but in the end your final result is smaller than what you need to make it. If you go back into VS and tell it to clean you should regain some space as it gets rid of the wasted temporary files

plush yew
#

anyway to make it smaller

grim ore
#

but.... you will have to remake them all if you change it

#

the compiler takes your text code and turns it into machine code for every file and then saves a copy of that machine code so it can piece together the final result. When you change 1 file it remakes that 1 piece of machine code and hooks back up what it needs. It's trying to be efficient in the event you need to change something later. If you are just compiling and never need to compile again go for a clean

plush yew
#

I did recompile

#

and make a clean

grim ore
#

after compiling you did clean?

halcyon flame
#

does anyone know why I'm not able to see an effect from this new spotlight in my level? I've plopped in the pawn just to find values I like and I can clearly see the cone overlapping an unlit mesh but there is no light

plush yew
#

no

#

i cleaned before

grim ore
#

and now that you rebuilt you have all the intermediate files. Clean again if you never intend to compile again and want to free up space.

plush yew
#

k

#

im nevre rebuilding

#

xD

viscid jetty
#

So um, where do I ask questions about the Landscape tool πŸ€”

regal radish
#

Need help I created a new (empty) project.. added character with movement but on play i fly around and characters on the ground

plush yew
#

I'll only upgrade in 1-2 years

grim ore
#

@regal radish how much basic UE4 have you learned so far in the docs or tutorials? It sounds like you have not changed your default pawn.

regal radish
#

0 xD just starting off

#

getting used to the engine

swift spindle
#

there was a point when I was rebuiling once to 2 times a day.. that was.... fun

abstract relic
#

Project settings >>> maps and mode >>> set your default pawn

regal radish
#

k 1sec

crimson lake
#

Hey guys, is there something similar to a boolean function where I can contain my unreal scene into a sphere?

#

inside of unreal?

swift spindle
#

you could mask everything and make a post process to fill in the mask

crimson lake
#

something like this within unreal

#

(everything in the sphere)

abstract relic
#

Would do it in post process. Much cheaper to

#

Though, if @wary wave is lurking, didn’t you experiment with Boolean shapes beyond the crummy bps?

grim ore
#

you can make a 2 sided translucent sphere and just put your crap inside of it. that is what that looks like no?

crimson lake
#

any links I can reference? never played with post process before and my deadline is in a couple of hours lmao

abstract relic
#

Ouch

grim ore
#

hell the default skysphere is just a giant sphere around you showing clouds and sky

plush yew
#

@grim ore so i rebuild the ue4

crimson lake
#

cmon pls let there be a 2 click dioramafy this

swift spindle
#

just mask out your water

grim ore
#

take a sphere, drop it into the middle, scale it up, drop a new material on it, make the material translucent? I must be missing something

abstract relic
#

Wasn’t there an mat node for intersecting geo? Like depth fade or something

swift spindle
#

but there is no quick way of dealing with it

wary wave
#

I've done stuff like this before - but it involves a lot of math and custom materials

crimson lake
#

@grim ore wanna cut the outside tho my g

wary wave
#

there is no 'two click solution'

swift spindle
#

yup

#

it's quite a complex effect

crimson lake
#

@wary wave why you breaking my heart like this πŸ’”

grim ore
#

sphere mask material? like an ARPG?

#

but backwards lol

wary wave
#

easiest and least efficient way is to sphere mask the alpha on the mats

swift spindle
#

something like this needs to be planned well in advance :p

crimson lake
#

@swift spindle shhh let a last minute idea flourish :p

swift spindle
#

sorry.. I'm known as general buzzkill

pale forge
#

Hello everybody... I am working on a paintball sim, and currently with projectile movement. I am trying to make it so the projectiles don't travel perfectly each time but have some variation. To that effect I have some bit of code in my Projectile class (after much googling and trial and error).

void ASBProjectile::BeginPlay()
{
Super::BeginPlay();
    VarianceVector = UKismetMathLibrary::RotatorFromAxisAndAngle(CollisionComp->GetForwardVector(), FMath::RandRange(0, 360)).Vector();
    VarianceForce = FMath::FRand() * VarianceMaxForce;
}

void ASBProjectile::Tick(float DeltaTime) {
    Super::Tick(DeltaTime);

    auto pveloc = GetVelocity();
    pveloc += VarianceVector *  VarianceForce;
    auto reltrans = CollisionComp->GetRelativeTransform();
    auto invtrans = UKismetMathLibrary::InverseTransformDirection(reltrans, pveloc);
    
    ProjectileMovement->SetVelocityInLocalSpace(invtrans);
}

This appears to work at first glance, but I am seeing different behavior when shooting forward and behind the player, compared to left and right. The trajectories left and right are all over the place, whereas front and back are almost straight. Can't understand it.

crimson lake
#

thanks for the effort boisss ❀️

abstract relic
crimson lake
#

wait

#

nani

#

marry me

plush yew
#

I just accidentally deleted my entire source build

grim ore
#

but how much trouble is this going to be since most of this is material level no?

abstract relic
#

Marry Mathew

wary wave
#

I'm not sure depth fade is what you want

abstract relic
#

Probably not

wary wave
#

needs to be a mathematical mask if you want a 'diorama' type deal

crimson lake
#

me here as a degenerate art student reading the word maths πŸ˜„

abstract relic
wary wave
#

welcome to game dev

crimson lake
#

lmaoo

wary wave
#

where code is maths

#

design is maths

#

and art is maths

#

time to learn maths!

normal burrow
#

maths are maths

crimson lake
#

fibonacci you bastard why you gotta lump art in this

grim ore
#

can you do custom depth and just not draw the stuff you don't flag?

#

we can dooo this

abstract relic
#

Post process is still the way to go 😜

grim ore
#

I'm not an artist so I have no good idea, just ideas that don't work till you figure it out

wary wave
#

I would make a sphere mask material function and drive it with a parameter collection

swift spindle
#

++

wary wave
#

then you can plug that into opacity on every material in the scene

grim ore
#

oooh I like that idea

wary wave
#

expensive AF to render, but it will work

swift spindle
#

@wary wave you got the right idea

wary wave
#

this is why the people pay me the big money

grim ore
#

whats the non expensive way to do it?

wary wave
#

(they don't pay me the big money)

swift spindle
#

awwww

normal burrow
#

i just noticed the math in your name mathew

crimson lake
#

1- sphere mask material function -- parameter collection(?) -- what if the thingy alr has opacity in

wary wave
#

non-expensive ways require a lot more trickery

abstract relic
#

Exposure bux?

wary wave
#

if it already has opacity in it, then it's time to do some more maths

crimson lake
#

y u gotta do me like that

#

ok ignoring opacity i'll just delete everything with opacity

#

so

wary wave
#

(probably multiply existing opacity value by sphere mask)

crimson lake
#

sphere mask

abstract relic
#

We have no sympathy. Been there done that 😜

wary wave
#

I don't even get exposure bux any more because NDAs πŸ˜„

normal burrow
#

exposure bux non compete?

crimson lake
#

nda's be like that sometimes

normal burrow
#

(don't say anything if your exposure bux nda will be broken πŸ˜‰)

wary wave
#

a lot of the more interesting stuff I do revolves around building systems and processes for stuff

crimson lake
#

I shall rape youtube on spheremasks and be back in a sec

swift spindle
#

exposure bux are great for losing weight and death

wary wave
#

but the companies I work for own said systems and processes once I'm done

#

c'est la vie

swift spindle
#

sigh yup..

abstract relic
#

And blocked

crimson lake
#

Most companies do this bs innit

#

take your crap and own it

wary wave
#

I mean, they pay me for it, so

#

it was never mine to start with

crimson lake
#

ya consider it enough do?

#

tho*

#

why is my ue running on 1 fame p/h

strange bear
#

So I'm pretty new to UE and learning a lot, what I was wondering is how people make caves. Is there a "right" way of doing this? Do people just make holes in the terrain and use a mesh to make a cave? You cant just have a second terrain because it doesn't have a "roof" then. Unity has a tool called "digger" to do these things. How do I do this in UE4?

wary wave
#

anyway, I'm going back to sleep, it's getting on for 3am and I have jam tasks to do before work tomorrow :p

crimson lake
#

1:45 here and got retail work at 5 am too woop

#

thanks a ton ❀️

wary wave
#

@strange bear you had it right with holes & meshes

crimson lake
#

have a great one ❀️

wary wave
#

no problem!

strange bear
#

Mmh I see. That's sort of unfortunate but I guess so be it

halcyon flame
#

so I figured out why I couldn't see the light from my spot light... it was just too weak. I've since turned it up to maximum intensity and it is still incredibly dull in a dark space cave... am I missing something?

regal radish
#

Thx @abstract relic I managed to sort it out πŸ™‚

wary wave
#

UE4's landscape system is a bit dated, it's derived from a system from 2009

#

it's had a lot of upgrades, but it still is what it is

strange bear
#

Yeah. We're seriously considering using unity just for that digger tool. It's just so convenient

swift spindle
#

also... keeping things unified for diff gfx cards is also keeping it from moving forward

wary wave
#

there are alternatives, such as Phy's voxel plugin

swift spindle
#

12 textures = boooo

wary wave
#

it'll cost you a small amount of pennies, but it's more flexible

strange bear
#

I'll check that out. Thanks!

normal burrow
#

yea @silver crown is easy to reach too

abstract relic
wary wave
#

it has it's own caveats etc, but if you want easy cave generation, that's an advantage it has

normal burrow
strange bear
#

Right!

wary wave
#

I keep meaning to buy it myself πŸ˜„

normal burrow
#

plus, its not unity.

wary wave
#

I never get enough time to dev my own stuff these days

normal burrow
#

aw, super busy?

abstract relic
#

super asleep

normal burrow
#

lol, consumed in sleep. no time to dev

pale forge
#

Hello everybody... I am working on a paintball sim, and currently with projectile movement. I am trying to make it so the projectiles don't travel perfectly each time but have some variation. To that effect I have some bit of code in my Projectile class (after much googling and trial and error).

void ASBProjectile::BeginPlay()
{
Super::BeginPlay();
    VarianceVector = UKismetMathLibrary::RotatorFromAxisAndAngle(CollisionComp->GetForwardVector(), FMath::RandRange(0, 360)).Vector();
    VarianceForce = FMath::FRand() * VarianceMaxForce;
}

void ASBProjectile::Tick(float DeltaTime) {
    Super::Tick(DeltaTime);

    auto pveloc = GetVelocity();
    pveloc += VarianceVector *  VarianceForce;
    auto reltrans = CollisionComp->GetRelativeTransform();
    auto invtrans = UKismetMathLibrary::InverseTransformDirection(reltrans, pveloc);
    
    ProjectileMovement->SetVelocityInLocalSpace(invtrans);
}

This appears to work at first glance, but I am seeing different behavior when shooting forward and behind the player, compared to left and right. The trajectories left and right are all over the place, whereas front and back are almost straight. Can't understand it.

grave nebula
#

I swear I saw this message before..

pale forge
#

ha ha sorry

grim ore
#

you did 17 minutes ago

normal burrow
#

spammer is spamming wow

pale forge
#

should I go to cpp land?

#

it's so quiet over there.

halcyon flame
#

90% of the light from the spot light seems to be gone within 10% of the attenuation radius... is there no way to make this more powerful?

normal burrow
#

do you really want the paintball to move around randomly? or just offset the trajectory like an aim cone?

pale forge
#

yes I'm just going for a non perfect trajectory

#

like paintballs

grim ore
#

so you are using projecticle movement to move them forward from their starting rotation?

#

because if not why not?

pale forge
#

yes .. with an initial and max speed

grave nebula
#

Why on tick though ?

grim ore
#

so all you need to do is adjust the initial rotation a small amount randomly then?

digital oracle
#

quick question, does linux have a swarm agent, because all my servers run ubuntu?

pale forge
#

ideally they travel in an slight arc, but I could try that

grim ore
#

well it just depends on your goal. If you are using the projectile movement to push them forward over time with an initial velocity then just adjust the velocity that you give it and you would get random drop like in real life

#

if you want to account for barrel spiral and other things, maybe imperfections then you might want to do the initial velocity change and a slight change to the initial rotation

pale forge
#

Yes thanks ... I really thought that was what I was doing. It's just that depending on the direction I'm facing, the variance is becoming more and less.

#

Which I just don't understand

grim ore
#

it might be depending on how you are determining forward?

pale forge
#

GetForwardVector

grim ore
#

like when you spawn in the projectile is it X forward and is it then spawning in the correct spot with X forward

pale forge
#

well it's (I thought) all in local space

#

the projectile forward is wherever I'm facing

grim ore
#

is this using the actual projectile movement component or are you calculating movement per frame?

pale forge
#

no it's projectile movement

grim ore
#

seems weird you would be updating it by hand per tick then and not letting it handle it once you set the initial force

crimson lake
#

yo Mathew

grim ore
#

even then that can all be configured in the editor and then never adjusted

crimson lake
#

theheck is that referencing

grim ore
#

right click in the content browser and it should be under materials? its a global object you can create and access

crimson lake
#

is this creating a new one or sm

#

ffs

#

nvm im retarded

grim ore
#

not retarded, knowledge light πŸ˜‰

pale forge
#

I am creating the variance vector in begin play

 VarianceVector = UKismetMathLibrary::RotatorFromAxisAndAngle(CollisionComp->GetForwardVector(), FMath::RandRange(0, 360)).Vector();

and then in Tick only updating the current transform...

uto pveloc = GetVelocity();
pveloc += VarianceVector *  VarianceForce;
auto reltrans = CollisionComp->GetRelativeTransform();
auto invtrans = UKismetMathLibrary::InverseTransformDirection(reltrans, pveloc);    
ProjectileMovement->SetVelocityInLocalSpace(invtrans);
crimson lake
#

wait

#

holy shit

#

that video

#

you made it

#

what the

grim ore
#

lol πŸ™‚

#

@pale forge but why are you updating the transform (moving it) every frame? the projectile movement is supposed to handle that

crimson lake
#

plot twist lmao

pale forge
#

in order to add a variation to the otherwise perfect trajectory

halcyon flame
#

in case anyone was wondering about the spotlight you can make a way more powerful one by unticking UserInverseSquaredFalloff. this allows you to have physically impossible lights... which I suppose search lights irl are.

grim ore
#

all you should have to do at the minimum with a projectile movement component is put it on the actor you want to move, make sure the root is the item to move , and set the initial velocity to something positive in the X and it should just go forward

#

ah yeah you might be fighting with the actual component then

#

you dont want just initial change but change over time like wind and other stuff?

#

i mean at that fast of a projectile wind shouldnt be a big deal but if you want to account for it you might want to just not use the projectile movement component and do all the math yourself

pale forge
#

Ok thanks... well paintballs are known to have quite a bit of spin. I'll keep at it.

grim ore
#

yep if you want to actually simulate then the projectile component might not be enough, its just meant to be a quick launch something and something happens in a vacuum

crimson lake
#

I still can't figure out the location thing aa

random moon
#

honestly i think the spin isn't really necessary for simulating paintballs. just do a random value for each of the movement compoents (excluding rotation)

#

eg irl bullets have mad spin but other than for extreme range shots (600m+), all the spin does is increase flight distance (which doesn't need to be simulated)

normal burrow
#

FVector AimCone(const float variant_off_degrees, const float variant_about_degrees) {
    FVector dir;
    
    FMath::SinCos(FMath::DegreesToRadians(variant_off_degrees), &dir.Z, &dir.X);

    if (FMath::Abs(dir.X) < (1.f - KINDA_SMALL_NUMBER)) {
        float AboutX, AboutY;

        FMath::SinCos(FMath::DegreesToRadians(variant_about_degrees), &AboutY, &AboutX);
        dir.Y = AboutY * dir.Z;
        dir.Z = AboutX * dir.Z;
    }
    else {
        dir.Y = 0.f;
    }

    return dir;
}
``` @pale forge wrote this quickly, untested. but it will get you the standard aimcone
#

pass random values for each, first argument is spread from {1,0,0} and second is a rotation about the x axis that spread applies to. (each in degerees)

crimson lake
#

anyone got an idea on how to select a debug object

#

in a blueprint

grim ore
#

@autumn crystal nothing particular now but there are quite a few out there on the internets

crimson lake
#

it doesn't show anything tho when I press it

#

yes its empty the right one

#

press it

#

and nothing in dropdown

#

fuck me

#

wait

#

still empty

#

pls

#

ive been stuck like this for 30 minutes like an idiot lmao

grim ore
#

do you have an instance of that actor in the world for it to debug?

crimson lake
#

....

#

fuck me

grim ore
#

begin play might be a better place to put that so it fires when it's created in the world not just at design time but either way might work lol

#

so vertical box with buttons in it?

crimson lake
#

wait how do I link the material to the blueprint

#

not the material the material parameter

#

(soz for interrupting big bois)

grim ore
#

you can add buttons at runtime, you just make a loop for X amount of times and create X buttons that do X things. each button can reference something if needed or you just keep track of them and do whatever when that button is pressed from the list.

#

@crimson lake you don't link the material to the blueprint. The parameter collection is the link between. something somewhere in the world updates the parameter collection with a value. Any material anywhere can read that value and do something with it.

crimson lake
#

but the I can't see Location or whatever Scalar or Vector name I chose in the parameter name

#

D:

grim ore
#

did you create the value in the parameter collection? If so it should show up on the list. If it's not then maybe you created aftter and you need to clear out the one in the blueprint node and then reselect it so it reloads the parameters you created.

crimson lake
#

ah fuck me I'll redo it for good luck

grim ore
#

I just tested this using the soul slums epic demo and it works but none of those materials are translucent so settings them to masked for this to work was no problem

crimson lake
#

wait you mean yu tried the sphere?

#

parameter is still not showing ffs

grim ore
#

the parameter is in the material parameter collection?

crimson lake
#

yes

grim ore
#

and the material parameter collection is selected in the node?

crimson lake
#

I just want salvation at this point lmao

grim ore
#

it says select collection on the node

crimson lake
#

wh?

grim ore
#

the node on the right, set vector parameter value

crimson lake
#

OH FUCK OFF

grim ore
#

you have not selected the collection so you can select the parameter lol

crimson lake
#

not even switching to unity

#

switching to blender

#

screw this

#

I blame your horrible tut (jk it's amazing thanks a ton)

#

still not working tho fml

grim ore
crimson lake
#

it does a great job still

#

once it worksssssssssssss

#

aaaaaaaaa

grim ore
crimson lake
grim ore
crimson lake
#

yo that's next level help man πŸ’” hope it works this time ill retry tracing those

grim ore
#

this is an example of a material I converted https://i.imgur.com/I83Vzir.png , I took the existing material, changed it to masked for the Blend Mode, then pasted just those nodes in the top right and hooked them up to opacity mask

#

if you are doing this to every material then you want to make sure your radius is correct or you are gonna have to change it later for all of them lol

plush yew
#

I've got two sets of animations that I need to play at the same time and they need to overlap at one bone. Is there a way for me to apply the rotation of one animation along with the translation of the other to the same bone? Because right now I can only get every aspect of one animation to play on the bone at a time

grim ore
#

this is sooo not the right way but for quick and dirty for presentation it should work it just has issues with other masked stuff (need to lerp to get it to mask right) and opacity stuff (no idea on this one, gave up)

crimson lake
#

god damn

#

that's a ton man

#

really appreciate it

grim ore
#

chances are you dont want the one minus there in the mask, that does the opposite effect which isnt what you want

#

other than that maybe move that code from the construction script on the BP to the begin play, make your radius larger just to test with, and uh.. pray?

plush yew
#

There's a few animation nodes that let me translate data from one bone to another but my problem here is that I'm essentially translating the data of the pelvis back to itself. I just want to use the rotation information from one of my cached poses and the translation of another pose

crimson lake
#

I'm basically stuck at the point where it still isn't masking shit

#

let alone the small sphere and material

#

so im trynna figure that out first

grim ore
#

have you tried testing it in simulation mode first just to see if its an issue with the location not being correct until simulate/play is ran?

crimson lake
#

just played it this second

#

sphere disappears (obviously)

#

wait

#

I took off the oneminus maybe thats why

grim ore
#

you might want to remove the emissive link as well, you can see exactly what I used.

crimson lake
#

FUCKIGN

#

HELL

#

THAT

#

TOO

#

K

#

SO MUCH

#

I don't need this sort of stress in my life πŸ˜†

#

literally thanks a huge friggin ton

plush yew
#

blend bone by channel looks promising, I'm going to make an extreme walk cycle and see if its doing what I need it to

#

IT DOES, hallelujah

#

is it possible to get the bone rotation data of one cached pose and compare it with the rotation data of the same bone in another cached pose?

#

on the event graph I can get the direction between sockets but once again I'm comparing the pelvis rotation in one animation against the pelvis rotation of another animation

crimson lake
#

any way to quickly add fog or volumetric clouds?

vague sable
#

I saw in a blueprint a while ago there was like a connection pin to help better guide the flow of a blueprint in an area but I can't figure out how to make that?

crimson lake
#

ouuu thanks boss

#

flow of a blueprint, to not sound totally retarded, is this related to materials or not?

#

if so I know what's up, if it's strictly technical stuff then soz

unreal comet
#

Can I move my UE4 engine to another harddrive? I'm not talking about a project, I'm talking about the actual engine itself.

idle mountain
#

Anyone know why my mesh looks completely fine in preview but in game its really dark colored ?

mossy nymph
#

no light?

idle mountain
#

scene has lighting

#

click on the imgur link you'll see what i mean

#

no idea whats causing it lol

mossy nymph
#

your material is different

plush yew
#

Hey so i can't get quixel megascans to show their material on brush box geometry, it works fine on the default basic cube/sphere, but anything editable just shows the grey checker texture. Starter content materials show just fine on brush boxes. Any ideas?

halcyon flame
#

is there a way to tell whether an actor or mesh is lit whatsoever?

#

or to determine the amount of light that is hitting it?

opal berry
#

Should my directional light be static or stationary

normal burrow
#

mostafa, do you need to turn the light on and off, or change its color?

#

if neither, static.

crude robin
#

so i have animation to use i just want to use the same animation for ai and character just so i can learn what to do. The animation work on my player character but when i go to make AI and do the same thing the animation doesn't play. am i doing something wrong. i heard of retargetting but the ai character has the same skeleton as player character

open eagle
#

I have a snow rock material in mixer made of a rock material as a base and a snow material with a lowered threshold. How can I get the same effect of hiring the threshold with a layer blend for my landscape. I want to keep the effect of the residual snow on the crevices of the rock texture

#

I want to be able to landscape paint snow in to the cracks and crevices of the rock texture all while keeping the normals of both

normal burrow
#

you'd have to show us what your event graph looks like on the animation blueprint @crude robin

open eagle
#

How would I do this?

crude robin
#

.the only thing i am seeing from animation blueprint is castto character.

#

i dont know how i can show you the whole thing as the window is so small

#

this is the animation starter pack

spiral creek
#

I have this absolutely maddening bug where if im in my HUD widget and I change ANY functions, it overrides all the other function

#

does anyone have any idea what could cause this?

crude robin
#

@normal burrow

normal burrow
#

which animations do not play for your AI?

crude robin
#

none of them though they all work for player

normal burrow
#

is your AI a Ue4ASP_Character?

crude robin
#

the only thing i did was open the skeleton mash and change the animation blueprint to the animation starter pack

#

im thinking i may need to duplicate all the animation to reuse them?

normal burrow
#

enter play mode with your AI. While it is playing, open your animation blueprint. at the top of the window above "Debug Filter" select the AI from the list. You will then see red line(s) on the event graph. Find if the red line stops anywhere.

crude robin
#

i'm thinking i might of mess something up when i added the skeleton mesh to the animation itself

#

to where the character took over the animation

#

im going to just start over from the beginning

fathom dust
#

do people make a gamecontroller on ue4 or do they just throw everything onto the player blueprint

normal burrow
#

recommend keep trying ai and player as you restart ayopunky. there shouldn't be a reason for the animation blueprints to act and differently

crude robin
#

alright will do.

bold zealot
#

anyone successfully get UnrealJS to run on android?

blissful trail
#

hi im having an issue where when i rename things it disappears

vivid narwhal
#

Today's stupid question from me is: Does a Timeline "Finished" node trigger on "Stop" or does it only trigger when the whole timeline has played out?

warped tangle
#

Pretty easy to test, but to answer it will fire when the timeline has played out in either direction

vivid narwhal
#

that explains why it wasn't working as I hoped then, was worried I messed up somewhere

blissful trail
#

anyone know how to fix my issue ?

vivid narwhal
#

What things disappear?

#

Like are we talking variables dissappearing or whole ass blueprints

primal harbor
#

these are the errors after installing debugger and i dunno why im getting these errors

alpine wigeon
#

Is that the entire log? the message before this is usualy important...

cloud cobalt
#

That's a call stack

#

The log would be useful too

#

Looks like a corrupted Blueprint though

blissful trail
#

alright JackUniverse so when i rename anything from the content browser on any project it removes it but it is still in the explorer and doesn't reapear on startup it also removes it from the content browser

fierce tulip
#

because you need to fix up references.

light coyote
#

@blissful trail right click, yes @fierce tulip says

#

Right click content folder, fix redirections, or something like that

vivid narwhal
#

I'm wondering if I can somehow "Interrupt" a Move To Location or Actor node. There doesn't seem to be an option to break it once it's in motion.

solar dirge
#

Hi, I've been working with my team on a project on the 4.23 for a while ; however we recently realized we had to downgrade to the 4.21 for various reasons. Since you can't automatically downgrade a project or its .uassets, is there a better solution than recreating every single .uasset by hand ? I can copy and paste the blueprint nodes but everything else will be a real pain

fierce tulip
#

odds of that working are near nehil besides having to remake everything by hand practically

#

i'd wait for 4.24 instead

solar dirge
#

why wait for the 4.24 ?

fierce tulip
#

im guessing you are downgrading because bugs (you where not clear)

#

so wait for 4.24 instead

random moon
#

upgrading is possible and automatic.
downgrade is not

#

well not automatic. it will ask and u can do it

#

and if it is a major bug. it will typically be fixed by the next patch

blissful trail
#

for me

solar dirge
#

No, we are downgrading because we're using Nvidia Flow on a custom UE4 build which is the 4.21 - we can't do it on a more recent version, i do not know the technical reasons

fierce tulip
#

then why did you move to 4.23? in that case, revert from source control and count your losses

solar dirge
#

We were originally working on the 4.23 before figuring out that we had to transfer to 4.21

#

welp

vivid narwhal
#

how far into your project are you?

solar dirge
#

Pre-production, so it's not a huge deal, it's just a pain because of the time I'll have to spend just copying stuff by recreating them manually

vivid narwhal
#

could you not copy and paste the bulk of stuff?

solar dirge
#

I can for blueprint nodes yeah

#

but everything else has to be done manually

vivid narwhal
#

Indeed

fierce tulip
#

if there is anything id expect not to work its blueprint copy/pastes to older versions

#

often causes crashes

random moon
#

there shouldn't have been that much bp changes between 4.21 and 4.23 tho?

#

altho if it does have issues, wouldn't it simply not copy the relevant node?

fierce tulip
#

if they exist, yes

#

though generally pasting to older versions wont work.

primal harbor
#

@cloud cobalt here is the full log. i cant seem to identify what the cause is that i can fix

#

@alpine wigeon this is the entire log.

vivid narwhal
#

Can I line-trace to an object that exists but isn't visible?

alpine wigeon
#

well not by visibility but yes

vivid narwhal
#

I'm assuming I'd need to make a new trace channel? Trace via Camera confuses me, how is that not just by visible

alpine wigeon
#

Not rly... you can trace by something that is not visibility, depends on the response setting on the target object in the collision

#

@primal harbor that does not have the stack trace in it so it is not log from the crash, you do have some issues in your project but nothing that should crash the engine

#

Check the Warnings for those and check the files referenced

primal harbor
#

can i dm you? that way this doesnt get clogged up?

vivid narwhal
#

I'm thinking if I just add a cube and make that overlap everything and have the opacity set to completely seethrough that should work

primal harbor
#

you can have it be traced based on collision type

#

that way, even being invisible would allow it to be found

cloud cobalt
#

@primal harbor It simply looks like your project was corrupted somehow. You have multiple missing files and the editor crashes on reading one - you should revert in version control to the latest working stage. Other than that, the only way forward would be to debug the engine in Visual Studio, find out which files were being loaded at the crash, and remove them, so you're losing files anyway.

primal harbor
#

ou

#

ill see what i can do on that. i think it was cause of a sudden jump in engine versions

vivid narwhal
#

This is why I don't fuck with engine versions until there's a feature I desperately need or a bug that I need solved

primal harbor
#

same. but it was not upt o me to decide

cloud cobalt
#

It's fine to upgrade engine versions

#

Create a branch on your version control software and merge it when it's safe to do so

#

That way, you can always roll back to the current version without losing any work

primal harbor
#

this crash only happens when trying to open in stand alone btw.

#

thats a geometry box. i used it instead of mesh so texture wouldnt stretch. got myself another problem out of nowhere

cloud cobalt
#

I don't see what the problem is

primal harbor
#

the bottom half of that geometry is gone. i dunno how to explain it

#

i can record a video and send it here if that works but 8mb max on discord

cloud cobalt
#

No idea, I haven't used geometry in more than a decade. Meshes is very much the suggested workflow

wary wave
#

BSP goblin, probably

primal harbor
#

whats that

wary wave
#

usually happens when you misuse brushes

#

end up with BSP holes

primal harbor
#

so i cant use them as a replacement for walls?

cloud cobalt
#

You can

#

But it's 2019

wary wave
#

you absolutely can, but you need to respect that they have issues

primal harbor
#

hmm. sad life

#

so i should just convert it to mesh?

wary wave
#

best way to use them is to ensure they don't overlap and to be extremely frugal with subtractions

cloud cobalt
#

There is no scenario where meshes aren't a much better idea

fierce tulip
#

there is one
"bsp only jam"

#

i would not participate, but still

wispy comet
#

That sounds like an oof

primal harbor
#

and to think i was making my life easier by switching over to geometry to avoid texture stretching and BS

serene birch
#

BSP is better for making new Unreal 1 maps πŸ˜›

fierce tulip
#

id still make that bsp in max :p

wary wave
#

20 brush map challenge

#

that was a thing back in the day πŸ˜„

primal harbor
#

time to start converting those geometry to meshes slowly i guess @_@

cloud cobalt
#

Yup

primal harbor
#

thanks. atleast i know the issue and can solve it for that. unlike the other one :v

fierce tulip
#

@wary wave ooh i participated in that

wary wave
#

I built ridiculously elaborate brushes πŸ˜„

cloud cobalt
#

I made some decent brush maps back in the day

wary wave
#

level was mostly 1 brush with about 400 faces, lol

vivid narwhal
#

well, my solution to try and find the nearest footprint in line of sight completely clogged up and lagged out the game

primal harbor
#

try single trace instead of multi trace

fierce tulip
#

@wary wave still need cat sounds?

wary wave
#

I'll take anything you can send me πŸ˜„

fierce tulip
#

video with sound ok?

vivid narwhal
#

Not sure if it's the trace that's slowing it down, I suspect it's how I tried to find the nearest footprint to be the target of the trace, since it was 3 foreachloops going off, trouble is the blueprint decorator checking for them is running constantly

wary wave
#

sure, video with sound is fine ^^

#

the loops are probably your problem

vivid narwhal
#

yeah. I'm just trying to figure out how to do it without loops. I can do a check for nearby footprints easily but that ignores walls which breaks the whole point of having an AI follow your footsteps

fierce tulip
#

k, got 4 minutes of 50% silence, and 50% mrrrowl

wary wave
#

thanks!

radiant haven
#

what is this and for what do i need it?

#

is it a curvevector

#

curve float

#

one of these

plush yew
#

My custom built unreal engine has been rebuilt and well

#

now it uses 187GB

#

!?!?!

fierce tulip
#

Ouch.
also: lol, people saving stuff on c:

plush yew
#

Its my ssd

#

i got a 6TB drive

#

that is just unmounted rn

#

this is my ue4 pc and its kinda weird source build is so big when i only built it for windows πŸ€”

#

I just like having it on C cause it loads faster. Honestly my game is around 100GB

loud valve
#

Hey guys, hope someone can help me:
When I test my game with the DS controller, the left stick forward is exit play session. what is happening here?!!

vivid narwhal
#

stupid question but have you checked your input mapping?

loud valve
#

No its okay, yes I did. Also do not even know how to set that up as Exit playtest without it being a packed game

#

So I use a ps4 controller, and then the DS software that makes it a xbox controller, I did this before and it worked, now it exits any project I open.

dark rune
#

hello. anyone know how to secure the cursor to the view port of the game? right now, i have to keep holding LMB and drag to move the camera

cloud cobalt
#

Look at mouse capture, mouse lock.

lethal cliff
#

How can i make/learn how/where to make animation on use only ? like as an example i would like to make a desk and the drawer opens after using it. i made the desk and the drawer in blender , but after importing the animation is allways happening.

dark rune
#

k thx @cloud cobalt

vivid narwhal
#

@lethal cliff sounds like you've dragged the animation into the scene and you're not using Play Animation on a skeletal mesh

lethal cliff
#

so i need to put first the skeletal mesh only and then add somehow the animation as play animation on the mesh ?

vivid narwhal
#

yes

#

There are basically two (there are more but yolo) ways of doing it.

You can either have a skeletal mesh and use Play Animation or Play Anim Montage to play the animation via blueprints
Or you can use Sequencer to animate a static mesh, having the draw section come out, and use Play Sequence

lethal cliff
#

allright, thanks a lot for the help. i think i kinda understand it. time for some tutorials to find where that kind of stuff is

vivid narwhal
#

using sequencer would be your easiest method

dim merlin
cloud cobalt
#

Not sure that can work on terrain.

dim merlin
#

hhm yeah right

#

quess so to

steady owl
#

Is there any risk of anything bad happening if you rename your project folder name?

#

So instead of it being MyProject it could be MyProject V2.0

#

With the same files inside and nothing else renamed (the same .uproject name etc.)

cloud cobalt
#

Should be fine.

steady owl
#

Thanks

plucky stump
#

why does the default landscape, or any landscape i have, have these enormous seams running between the components?

#

this has been bugging me for a while and cant figure out why

cloud cobalt
#

Static lighting ?

alpine wigeon
#

because of light build

plucky stump
#

this is expected behaviour?

alpine wigeon
#

switch your directional light to movable and they will go away

#

yes

#

or build your light

plucky stump
#

it is built

#

and i need static lighting

#

dynamic isnt an option for me

alpine wigeon
#

Are you sure it is built?:)

#

because they do go away after build for most people...

plucky stump
#

yes you can see the crisp shadow cast

alpine wigeon
#

I also do not see the seam in that screenshot

alpine wigeon
#

ok that is a different thing πŸ™‚

plucky stump
#

it runs exactly between the components

#

of the landscape

alpine wigeon
#

Is that a landscape or a series of static meshes?

plucky stump
#

landscape

#

i checked if i didnt just mess something up in my other project

#

so i made this level and tried to reproduce

cloud cobalt
#

@plucky stump Try GPU Lightmass

plucky stump
#

ill check @cloud cobalt

cloud cobalt
#

It has much less seams

#

But otherwise, static lighting, while very nice and very fast, works better if you avoid seams

#

However impractical, you need to avoid them

plucky stump
#

ye :/

alpine wigeon
#

I would always do dynamic for the design phase.... and switch to static in polish...

plucky stump
#

its really really impractical for the landscape in my scene

#

im in the polish phase now

alpine wigeon
#

ah πŸ˜„ polish away... πŸ™‚

plucky stump
#

ye

alpine wigeon
#

did the GPU lightmass help?

plucky stump
#

tryign to fix it

cloud cobalt
#

I think these components are way too small tbh

#

Thought they'd usually be much larger

plucky stump
#

i cant imagine EVERYone in everyproject has this problem

#

or are landscapes just this fundamentally broken

#

how do i use gpu lightmass @cloud cobalt @alpine wigeon ?

cloud cobalt
#

You download it

#

And read the instructions

#

And it's not just landscape

#

Every single object has this problem

plucky stump
#

only the landscape has this in my project

cloud cobalt
#

Because you haven't placed two walls next to eachother and found out they'll do the same

sudden agate
#

why do you compose a ladscape of multiple flat meshes tho

plucky stump
#

its not multiple flat meshes

#

its a landscape

cloud cobalt
#

Anyway, static lighting only allow for seamless lighting between objects at the cost of extreme care

#

Perfect lightmap UVs, and basically GPU Lightmass too

plucky stump
#

ok i fixed it

#

this place is useless

#

for help

#

lmao

supple totem
#

you had multiple pros just take time out of their day to talk about your issue

#

I wouldnt call that useless

next badger
lapis vine
#

Maybe its paid plugin? πŸ˜„

#

There is either help or there is not.

vivid narwhal
#

That's only for Unreal 4 Pro subscribers

plucky stump
#

look into distance mesh fields, itll fix your doclink issue

cloud cobalt
#

And another one to the blocklist

plucky stump
#

gpu lightmass would fix landscape seams πŸ€·β€β™€οΈ

lapis vine
#

Hmm... I thought is just for faster compute?

#

*mainly

cloud cobalt
#

GPU LM looks much better and has much less seams, @lapis vine

#

Regular Lightmass hasn't changed much since circa 2008

lapis vine
#

Oh... then I might download it. But isn't that kinda just volunteer of 1 man show?

#

Oh..

cloud cobalt
#

It is

lapis vine
#

Oh!

plucky stump
#

do you pros have any cool projects you could show me?

cloud cobalt
#

That's still the best we have until Epic delivers on DXR-based Lightmass

#

They did promise it, but it's not a priority

lapis vine
#

Ah, so maybe not next year even...

cloud cobalt
#

IIRC the new engine versions support isn't even by luoshang

lapis vine
#

I was contemplating at it before 1-2 weeks... Too bad can't help for all good projects out there. You have to choose where you put the effort.

#

Will give it a try when the time for good bakin' comes. Thanks.

desert jay
#

My interaction system is generally a state machine which triggers animations and other events. (Move to position, holster weapon, interact, reequip...among others) Right now I hard code it into my interaction component blueprint. Is there a better way to handle this? I would be happy with a nice way to create/handle state machines in BP.

pale forge
#

If anyone ever wants to create a random splatter pattern with Projectile Movement.... this code will do that!

void ASBProjectile::BeginPlay()
{
    Super::BeginPlay();
    VarianceVector = CollisionComp->GetRightVector().RotateAngleAxis(FMath::RandRange(0, 360), CollisionComp->GetForwardVector());
    VarianceForce = FMath::FRand() * VarianceMaxForce;
}

void ASBProjectile::Tick(float DeltaTime) {
    Super::Tick(DeltaTime);

    auto pveloc = GetVelocity();
    pveloc += VarianceVector *  VarianceForce;
    auto reltrans = CollisionComp->GetRelativeTransform();
    auto invtrans = UKismetMathLibrary::InverseTransformDirection(reltrans, pveloc);
    ProjectileMovement->SetVelocityInLocalSpace(invtrans);
}

https://gyazo.com/58ba685072a8348a3c682d0e4b13dbe7

Sorry it took me days to figure this out and I had to tell someone.

nocturne bison
#

ooh, pretty decals

pale forge
#

yes they are pilfered splats

merry gazelle
#

guys I'm generating line trace using [getrandomreachablepointinradius]. The origin point is the defaultsceneroot of the BP actor placed directly in the middle of my map. It seems however that every time it generates, there's bias towards one side of the map (always west).

Any idea how to make it more randomly distributed?

radiant haven
#

what is this node

#

get yaw and get pitch

manic pawn
#

its probably the get input axis value one

#

so he has an input axis called "yaw" and that's why this node exists

patent ibex
#

i have full dynamic lights setup in indoors environment
how am i supposed to get ambient lighting?
the only option i could see is skylight, but there's no option to control per volume/object

vale silo
#

Is there any difference, performance wise (on mobile), between single surface skeletal mesh with multiple materials and multi-surface skeletal mesh with the same number of materials (where each surface has 1 material) ?

ruby folio
#

Wanted to try the Megascans Live Link plugin but its taking forever to download.
Is it possible to download it from GitHub instead and install it manually?

indigo wedge
#

At the moment I have no internet access at home so can anyone tell me if there's a way to get an update or install for a specific version of the UE engine without having access to the internet?

#

specifically I'm looking for UE 4.23.1 for Windows

ruby folio
#

No

#

The source installer has to grab all the prerequisites from the internet during setup

indigo wedge
#

ugh. well, that's unfortunate.

#

Thanks for the quick response.

grim ore
#

@ruby folio you can do that but from what I saw the latest actually built in the github repo is for 4.22

sonic pagoda
#

How do you scan a folder for assets during runtime with blueprints?

grave osprey
#

Do people capture scene with matinee ?

#

Or do people still use matinee ?

grim ore
#

Matinee is removed in .24 so older projects do, newer ones should not they would use Sequencer

grave osprey
#

Ok thanks.

wary wave
#

@sonic pagoda - you don't, generally

crude robin
#

@normal burrow i figured out what the issue was i didn't replace the original skeleton mesh with the ue4 mannequin and now it works.

shrewd shuttle
#

when i hit package project and select windows 64 bit it just opens a browser page

normal burrow
#

@sonic pagoda python editor utilities are a good way of building lookups that could be used at runtime though

grim ore
#

@shrewd shuttle is this a blueprint project or a C++ project?

#

which template did you use, it's possible it's broken for packaging without the C++ toolchain

#

I see mention that some of the unreal studio templates, like multi user, seem to have that issue

shrewd shuttle
#

hmmm

#

i tried downloading visual studio and that seemed to fix the issue

grim ore
#

yay

shrewd shuttle
#

wait, but now it says it failed because it need universal CRT to be installed

grim ore
#

its in the individual package part of the installer

shrewd shuttle
#

where do i install it?

obtuse root
#

hi guys, does anyone know how i can have 1 blueprint for 2 online players where there is a hit reaction and a hit action in one blueprint

#

actually if i can have a if one actor plays this animation, then other character plays another animation

lofty imp
#

im working on graphics settings menu, has anyone ever seen in a game where it says output monitor and it lists the number of monitors you have? and you can change which monitor the game displays on very simply... GTA V for example has it
im looking for a way to do that

grim ore
#

@shrewd shuttle it's part of the VS installer, run the VS installer, click on modify, go to individual components, search for CRT, and install it.

jolly shore
#

hi guys , I am new

#

and I am happy with you

#

and also I have a questions

#

I'm trying to make the event in this video, but I didn't quite understand what admin said meant

#

how do i create "Blueprint initialize animations"

#

bp_character variable in animation blueprint

#

he said to me

#

we have last comments

grim ore
#

what is the time where they say/show that?

jolly shore
#

How can I set reference to BP_Character in event "Blueprint initialize animations" using try get pawn owner and casting to a character.

wispy comet
#

Hey @thick ruin (hope the ping is ok), i've got a bug with what i believe has to be livelink that's causing UE to open every time i try to open a map which has scatter assets (foliage, rubble) in it

#

I'm wondering where i should report it

#

sorry

#

causing UE to crash every time i try and open a map

#

πŸ˜…

thick ruin
#

Of course, feel free to ping me if you need something and I can assist. I've never heard of that issue however, I'd recommend sending a detailed report to support@quixel.com

wispy comet
#

Alright, will do, thanks πŸ‘

grim ore
#

@jolly shore maybe they mean the Event Blueprint Update Animation event

plush yew
#

Why does my engine crash when i try retarget all my animation onto another character

#

Should i do a few in a time, As it apparently just crashing

jolly shore
#

I follow your video matheww , but I dindt find like this video

#

thanks your answer

rotund scroll
#

has anyone tried migrating assets from one project to another, and if so any advice/tips for common pitfalls?

#

I feel like this task is like one step above refactoring blueprints

opal berry
#

should my trees be static or movable

#

becuase when they are static and built the shadows like like circles of blobs

#

its awful

#

but also putting it on movable it costs more in the renderer

plush yew
#

Why do i crash when i retarget my anime class to another character ?

opal berry
#

btw Directional Light is on stationary(default) and the skylight is static(default)

plush yew
#

Need help with that crash log

#

Mostly just a problem that will be patched probaly

karmic mountain
#

hey guys

#

i need help

plush yew
#

With what

normal burrow
#

Dial 911

karmic mountain
#

i am working on walkthrough

normal burrow
#

Oh

karmic mountain
#

and i am creating pathways of residence society

#

i don't know how to create the intersectional part of pathways

#

can any buddy help me out here

plush yew
#

Is it a bug when retarging animations on 4:23?

grim ore
#

when you retarget one does it crash? is this custom animations or skeleton?

plush yew
#

Some is custom animation, But same users have had no issue like this, Some worked to retarget when i tryed 1 line of animations, But when i tryed 2 rows it crashed

#

As i followed Defuse tutorial, And he or neither he's users had the problem, But he used another version so maybe that could be the problem

grim ore
#

it could be, it's using the exact same animations and setup as what you are following?

plush yew
#

Is not targeting to same character but other that that yes

grim ore
#

you might have to just retarget 1 at a time and figure out if it's all of them at once causing the issue or just specific animations or something else. There is nothing in this log showing a crash unfortunately

plush yew
#

Ok, It look like some other hade had this problem with other versions, But Ill retarget one in a time, I choosed ro send and restart so hoppfully the may fix is if its a bug

opal berry
#

help please

normal burrow
#

Help with trees static or not?

karmic mountain
#

i need also help

lapis vine
#

Me too!

normal burrow
#

@opal berry answer to this question is always prefer static. Don't use static when you can't use static. If the trees need to move, you can't use static, if the trees need to disapear you can't use static.

#

Stationary means light cannot move, but it can be turned off or have its color changed

#

I don't know enough about pathways vista.envision, imagine you mean your making a sidewalk? if your using splines just look at youtube videos on the subject. believe intersections are just placing the splines nicely

karmic mountain
#

ok

normal burrow
#

what can i help you wtih @lapis vine , does it have to do with struct vs class?

opal berry
#

most trees have that sway affect in their leaves is this considered moving @normal burrow

lapis vine
#

@normal burrow I dunno yet, I just need help. In general. Will come up with something later. Thank you for caring about me 🎁

karmic mountain
#

i have tried alot to search for that tuts not find good one

normal burrow
#

mostafa all i could suggest would be whom ever made those trees likely knows better than me. check documentation or examples. static things can animate with world vertex offset i believe but i have no idea what your trees do.

winged crypt
#

Have any of you guys used TextureGroups before?

normal burrow
#

was i right in guessing that its a sidewalk / road intersection vista?

#

isn't texture groups just that organizational / quality adjustment feature?

winged crypt
#

@normal burrow Yeah, I'm hoping to package with different texture sizes on different platforms, I only discovered this recently but the documentation isn't clear and the forums have little to nothing

normal burrow
#

Yea tbh, thats about as far as my understanding goes on it. "If i set this to character face normal map, i can then scale back character face normal maps quality uniformly"

grim ore
#

@opal berry depending on how you want it to move, like leaves swaying, you can use UV animation on the textures themselves or displacement of the mesh. Stationary/static/movable is for lighting and light maps in this case

normal burrow
#

mathew its okay to have world position offset on static marked things yea? imagine you don't want lightmapping on those right?

grim ore
#

that is just changing the material so it should be fine yes

normal burrow
#

cool

grim ore
#

its just all dependent on your level and your art style and what you need

normal burrow
#

yea, just thought was when it goes to bake the light if it applies the offset or not and then when it moves etc

grim ore
#

thats a good question. If you are using displacement and static lighting will it bake the shadows for example based on the normal mesh or the displaced mesh

#

it wont bake the moved stuff for sure as that is at runtime not design/baking time

normal burrow
#

interesting

#

assume there is benefit for marking something to not be lightmapped but still marking it static yes?

grim ore
#

art style? not affected by the lighting for example is what I could think of

normal burrow
#

Hm I was asking more on the topic of performance. Marking something static even though its not lit for example would imply performance gains?

grim ore
#

that is a good question

velvet cape
#

If I want to implement custom FPS movement (for, say, a skateboard based FPS), would I be better off implementing it by building a blueprint/class top of Character, or by implementing a custom CharacterMovementComponent? (e: in short, does Character provide any way to implement custom movement?)

grim ore
#

@normal burrow to answer the other question, i displaced the hell out of a cube and used static lighting and the shadow is the original cubes mesh for the shadow. With dynamic lighting the shadow is the displaced meshes look. So it looks like the static lighting for atleast shadows ignores the meshes material just mesh shape

normal burrow
#

thanks for testing it out πŸ‘ interesting result

grim ore
#

and since the light source is what determines shadows as long as the lighting is movable the displacement works on the object for shadows. Static/movable object & movable lights = shadows can change in real time. Static/movable object & static lights = no realtime shadows. This makes sense as that is how it works for anything else that moves

wary wave
#

is there a quick and easy way to reverse a rotation?

#

I'm 'Getting Rotation at Distance Along Spline' and want to point backwards along it rather than forwards along it

grim ore
#

There is an InvertRotator node? maybe

#

seems to work at first try

wary wave
#

there is one, but it didn't do anything, hence asking

#

currently just getting ForwardVector from the rotation, flipping it, and converting that back into a rotation, but it seems a bit daft, heh

grim ore
#

that was actually going to be my first suggestion lol

#

but I tried the invert rotator on a mesh and it works on that

wary wave
#

yeah, it did literally nothing for me that I could see

#

rotation seemed to remain the same

#

ah well

grim ore
#

aww, well your idea is atleast the same one I had that does work

wary wave
#

I think invert as a node is probably broken, because you can't choose which axis to invert it in

#

or maybe it just flips the sign of all components?

#

if it's doing the latter, then they're not handling 0 correctly

#

either way, meh

grim ore
#

thatmight be it

normal burrow
#

reverse a rotation?

#

you can compose rotators using 180 around Z

#

or FQuat{0.f,0.f,1.f,0.f}

wary wave
#

cheers

#

it's all just as verbose in BP

molten path
#

😳

smoky fable
#

Guys, i have no clue if this is the right place to ask but does someone on here have a smart idea how i could generate my landscape layers from an already existing heightmap based on slope and height??

wary wave
#

maths in the shader

normal burrow
#

do think there would be a way to get raw to hightmap marcel

wary wave
#

tools like World Machine have these features

#

but if it's literally just slope and height, might as well do it in the material and save yourself a feckload of wasted texture memory

normal burrow
#

material wont get you physics though yea?

#

ah nvm, layers yea.

#

but still, impact and stuff from the layers idk if that could be pulled

hard quarry
#

What is the best way to let an objet allways face a specific socket, even when the parent moves?

smoky fable
#

@wary wave the thing i have read was that that extra math will also be kinda heavy on the frames? I would also have to figure out how i'll handle phys materials then.

wary wave
#

you won't need phys materials if you're doing it mathematically

#

and the performance cost isn't really any different; grabbing Z value or doing dot product on a normal is pretty cheap

winged crypt
#

How do I re-name or create new/custom TextureGroups?

wary wave
#

IMHO the cost of 2-3 material instructions outweighs the need for multiple layer masks

hard quarry
#

Hi guys, I am inside an Actor blueprint, can I manually fire a tick event?

winged crypt
#

@hard quarry Yes, in what context?

hard quarry
#

In my case I want that on every Timeline Update a tick event should be fired

winged crypt
#

Let's move over to #blueprint I can help you out there.

wary wave
#

"In my case I want that on every Timeline Update a tick event should be fired"

  • err?
crimson lake
#

eyy @wary wave how's it goin

#

no questions just saying hi !

wary wave
#

o/

#

tired, and working hard I guess

crimson lake
#

Eyy, good luck my g

#

all of this and still helping everyone real og

azure shore
#

oh wow making a muzzle flash is HELL

#

cant take much more of this crap

crude vessel
#

Put a flash hider on it.

azure shore
#

Im literally copying a tutorial step by step and its not even turning out the same, my best guess is different versions

crude vessel
#

Also a slower burning powder will help.

#

πŸ€”

azure shore
#

idk how but I always seem to completely break the particle emitter thing whenever I use it

#

right fuck it is there any free simple muzzle flashes out there

plush thicket
#

Hey all! What method do you guys think would be BEST for going about making leaves on trees look like this?

crude vessel
#

I mean, I feel like being able to troubleshoot what is not working is more valuable than cosmetic muzzle flashes in a game.

plush thicket
azure shore
#

wdym charlie

#

Ive tried and the more I use the particle window the worse performance gets and every time I touch something it gets worse and its super stressful

#

who am I kidding I cant do shit for visuals

pseudo swift
#

hi, i have a question regarding how I would go about preparing a handbag for a character in ue, I would like the bag to have physics and kind of be attached to a characters hand / shoulder etc. should I rig an armature inside the handbag straps and use a constraint to contrain the two objects together? appreciate any tips:)

crude vessel
azure shore
#

thanks

crude vessel
#

But sometimes his tutorials build off each other so I just did the whole thing.

plush yew
#

ay

#

epic is going nuts !

crude vessel
#

wjat?

open eagle
#

is there a way to use multiple online subsystems

#

can you use 1 for matchmaking and another for logging in

plush yew
#

I'm trying to decide between Unity and Unreal. I'm leaning towards unreal because I like the UI better and the Blueprints seem interesting to me. I have a question - can you make a very small game from just blueprints?

open eagle
#

you can make a gigantic game just from blueprints

#

some games are made entirely with blueprints

#

there's no reason to use unity for 3D games nowadays

#

with free megascans, UE4 is a perfect engine for any game and team size

plush yew
#

I'm still going to learn C++

#

But this does answer my question

open eagle
#

you will only need C++ if blueprints does not have a function you need

plush yew
#

Thank you!

#

oh so you can use it to make a function yourself?

open eagle
#

yep

plush yew
#

That's actually great for our team. We were originally going to use unity but this is simpler. I also like UE4 more in terms of graphics, even though we aren't making a graphics intensive game.

dim plover
#

You should probably learn BPs first, with Unreal.

plush yew
#

What are BP's? I'm completely new to programming in general.

swift spindle
#

node based coding

#

or.. blueprints

plush yew
#

Thanks

proper crane
#

Anyone know if I could get Steam overlay by putting UE4 in my Steam library?

#

I want to use Remote Play to get help with testing split screen, but I have no working controller chargers to test it myself

#

Someone... Literally broke them last night by ripping them out of my PC

#

It is a... Plausible idea

#

This... Will be difficult compared to most other programs...

plush yew
#

Are these megascans free?

#

this is insanely good