#ue4-general
1 messages Β· Page 576 of 1
fixed
@opal berry there is good free too
how to do like this
is this just casting?
@plush yew what is the name of the free one
@opal berry open world demo collection
Hello does anyone know where i can find some good documentation for adding cheats to my game?
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!! π
no, but how do I fix exporting my game?
@oblique raptor look in the DefaultEngine config file of your game
theres a section called scripts/enginesettings.gamemapssettings
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
Ahh @dry shuttle , thanks! Found it!! Cheers
welcome
This weekend theme is in: engine crashes
Guys help me my car broke. Not in UE, i mean real life
Lol just joking around
Any mechanics in chat?
im trying to recover my game else i've lost like a lot of $$$$
il try wiping ddc
Hopefully it loads.
:/ im scared.
Does anyone know if DDC fixes problems sometimes
@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?
but when i use static for my trees and stationary for light source and build lighting I get a weird looking shadow that sucks
maybe look up about lightmass settings
light map resolution etc
idk
maybe you just have to tweak some value
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?
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
..make it not transparent? what's the issue here 
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
how do you expect transparency to work if not by slightly tinting the background?
well idk
is there a solution where I can have two different colours or not?
with it being transparent...
Thatβs not the definition of transparency π
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
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?
you could try clearing your intermediate folder
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
if they were moved around in content browser... but then not saved... or the pointers got lost... these can all cause this problem
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
are your files 1k by any chance ?
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?
+2k
@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
@swift spindle okay, do you know where i could get help for this?
your best bet is to look at the games official forums https://answers.ea.com/t5/Technical-Issues/bd-p/star-wars-jedi-fallen-order-tech-en
okay thank you very much.
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]
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
Because on the web info it don't rly specify
well it sounds like megascans are free for ue4 users, idk about actually using them in engine though
ye @tight birch
down arrow on settings at the top then scalability i think @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)
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..
what menu are the components in
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
Oh i thought you meant an editor setting
you mean actually coding a gui to change it ok
i seen it in bp you right click then (get default resolution)
@regal radish you can use any of your software to work on megascans files.. but you can only release it in a ue4 build.
networking mostly
Is it public for everyone even people not on Epic Store?
Yes seems very beta as there was no announcement 
Having an issue with removing foliage about file changes:
- I made a level with foliage and foliage types.
- I sent the level file and the foliage type files to someone.
- He added foliage and sent me back the map and foliage files (he added some foliage type files too)
- 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.
- 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.
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.
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 π«
@sharp crest its most likely he created another foliage actor...
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
awareness more then anything else =/
.>
ok will try it once I load the map again, thanks!
anybody interested in working on a star wars jedi knight VR ? π
paid ?
thats the ultimate question ^
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!
#looking-for-talent if your looking for help
IT depends on what you're trying to do?
u can write that or just write what u want to actually get people to care 
yea ask a question otherwise
question: what exactly becomes a subsystem in ue4? does an inventory system? cover system? etc
I've worked with hundreds before.... but thousands...
thousands? i cant even imagine that many animations
sora its up to you
btw @swift spindle not paid lol im broke af
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.
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.
well considering my design currently is for a coop game. def not a singleton
@normal burrow is there a documentation vid, page, item, that you use to understand this?
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
many thx @normal burrow
just wish that the official documentation was many times more detailed and better than it actually currently is
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.
is there anything important to know/avoid about attaching lights to a pawn? as in headlights
don't go overboard with creating too many of said actor
how many is too many?
depends on so many variables
<10 ok?
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
do you know what kind of light to add as a headlight?
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
if your dealing with lights... main thing to concern yourself about is shadows
Why is my source code built ue4 around 80GB
The engine doesnt contain the assets for game
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
yeah but why unreal engine in epic games is smaller?
If you enabled Chaos, add another 40gb
Chaos?
you dont have all of those files that I just mentioned
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
anyway to make it smaller
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
after compiling you did clean?
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
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.
So um, where do I ask questions about the Landscape tool π€
Need help I created a new (empty) project.. added character with movement but on play i fly around and characters on the ground
I'll only upgrade in 1-2 years
@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.
there was a point when I was rebuiling once to 2 times a day.. that was.... fun
Project settings >>> maps and mode >>> set your default pawn
k 1sec
Hey guys, is there something similar to a boolean function where I can contain my unreal scene into a sphere?
inside of unreal?
you could mask everything and make a post process to fill in the mask
Would do it in post process. Much cheaper to
Though, if @wary wave is lurking, didnβt you experiment with Boolean shapes beyond the crummy bps?
you can make a 2 sided translucent sphere and just put your crap inside of it. that is what that looks like no?
any links I can reference? never played with post process before and my deadline is in a couple of hours lmao
Ouch
hell the default skysphere is just a giant sphere around you showing clouds and sky
@grim ore so i rebuild the ue4
just mask out your water
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
Wasnβt there an mat node for intersecting geo? Like depth fade or something
but there is no quick way of dealing with it
I've done stuff like this before - but it involves a lot of math and custom materials
@grim ore wanna cut the outside tho my g
there is no 'two click solution'
@wary wave why you breaking my heart like this π
easiest and least efficient way is to sphere mask the alpha on the mats
something like this needs to be planned well in advance :p
@swift spindle shhh let a last minute idea flourish :p
sorry.. I'm known as general buzzkill
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.
thanks for the effort boisss β€οΈ
Close to a magic button. https://m.youtube.com/watch?v=2BxrGjPcirk
What is the Material: Depth Fade Node in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
I just accidentally deleted my entire source build
but how much trouble is this going to be since most of this is material level no?
Marry Mathew
I'm not sure depth fade is what you want
Probably not
needs to be a mathematical mask if you want a 'diorama' type deal
me here as a degenerate art student reading the word maths π

welcome to game dev
lmaoo
maths are maths
fibonacci you bastard why you gotta lump art in this
Post process is still the way to go π
I'm not an artist so I have no good idea, just ideas that don't work till you figure it out
I would make a sphere mask material function and drive it with a parameter collection
++
then you can plug that into opacity on every material in the scene
oooh I like that idea
expensive AF to render, but it will work
@wary wave you got the right idea
this is why the people pay me the big money
whats the non expensive way to do it?
(they don't pay me the big money)
awwww
i just noticed the math in your name mathew
1- sphere mask material function -- parameter collection(?) -- what if the thingy alr has opacity in
non-expensive ways require a lot more trickery
Exposure bux?
if it already has opacity in it, then it's time to do some more maths
y u gotta do me like that
ok ignoring opacity i'll just delete everything with opacity
so
(probably multiply existing opacity value by sphere mask)
sphere mask
We have no sympathy. Been there done that π
I don't even get exposure bux any more because NDAs π
exposure bux non compete?
nda's be like that sometimes
(don't say anything if your exposure bux nda will be broken π)
a lot of the more interesting stuff I do revolves around building systems and processes for stuff
I shall rape youtube on spheremasks and be back in a sec
exposure bux are great for losing weight and death
but the companies I work for own said systems and processes once I'm done
c'est la vie
sigh yup..
And blocked
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?
anyway, I'm going back to sleep, it's getting on for 3am and I have jam tasks to do before work tomorrow :p
@strange bear you had it right with holes & meshes
have a great one β€οΈ
no problem!
Mmh I see. That's sort of unfortunate but I guess so be it
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?
Thx @abstract relic I managed to sort it out π
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
Yeah. We're seriously considering using unity just for that digger tool. It's just so convenient
also... keeping things unified for diff gfx cards is also keeping it from moving forward
there are alternatives, such as Phy's voxel plugin
12 textures = boooo
it'll cost you a small amount of pennies, but it's more flexible
I'll check that out. Thanks!
yea @silver crown is easy to reach too
it has it's own caveats etc, but if you want easy cave generation, that's an advantage it has

Right!
I keep meaning to buy it myself π
plus, its not unity.
I never get enough time to dev my own stuff these days
aw, super busy?
super asleep
lol, consumed in sleep. no time to dev
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.
I swear I saw this message before..
ha ha sorry
you did 17 minutes ago
spammer is spamming 
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?
do you really want the paintball to move around randomly? or just offset the trajectory like an aim cone?
so you are using projecticle movement to move them forward from their starting rotation?
because if not why not?
yes .. with an initial and max speed
Why on tick though ?
so all you need to do is adjust the initial rotation a small amount randomly then?
quick question, does linux have a swarm agent, because all my servers run ubuntu?
ideally they travel in an slight arc, but I could try that
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
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
it might be depending on how you are determining forward?
GetForwardVector
like when you spawn in the projectile is it X forward and is it then spawning in the correct spot with X forward
well it's (I thought) all in local space
the projectile forward is wherever I'm facing
is this using the actual projectile movement component or are you calculating movement per frame?
no it's projectile movement
seems weird you would be updating it by hand per tick then and not letting it handle it once you set the initial force
yo Mathew
even then that can all be configured in the editor and then never adjusted
https://www.youtube.com/watch?v=xRxkcFOhNrc 7:38 they show us a collection param
What is the Material: Sphere Mask Node in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
theheck is that referencing
right click in the content browser and it should be under materials? its a global object you can create and access
not retarded, knowledge light π
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);
lol π
@pale forge but why are you updating the transform (moving it) every frame? the projectile movement is supposed to handle that
plot twist lmao
in order to add a variation to the otherwise perfect trajectory
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.
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
Ok thanks... well paintballs are known to have quite a bit of spin. I'll keep at it.
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
I still can't figure out the location thing aa
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)
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)
@autumn crystal nothing particular now but there are quite a few out there on the internets
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
do you have an instance of that actor in the world for it to debug?
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?
wait how do I link the material to the blueprint
not the material the material parameter
(soz for interrupting big bois)
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.
but the I can't see Location or whatever Scalar or Vector name I chose in the parameter name
D:
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.
ah fuck me I'll redo it for good luck
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
the parameter is in the material parameter collection?
yes
and the material parameter collection is selected in the node?
it says select collection on the node
wh?
the node on the right, set vector parameter value
OH FUCK OFF
you have not selected the collection so you can select the parameter lol
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
its not perfect because I just smashed in the sphere mask code into the materials raw but it certainly masks stuff lol https://i.gyazo.com/40eefbf3e1fb21578bbef87370ccf7cf.gif
this is my actor that I move around, if this is a fixed scene then it can be done once in begin play. https://i.imgur.com/zHri2IS.png
this is my sphere mask material https://i.imgur.com/EqDuQMG.png , the important part is just the crap that goes into radius
yo that's next level help man π hope it works this time ill retry tracing those
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
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
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)
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?
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
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
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?
just played it this second
sphere disappears (obviously)
wait
I took off the oneminus maybe thats why
you might want to remove the emissive link as well, you can see exactly what I used.
FUCKIGN
HELL
THAT
TOO
K
SO MUCH
I don't need this sort of stress in my life π
literally thanks a huge friggin ton
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
any way to quickly add fog or volumetric clouds?
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 this 3 part series was informative to me for fog / clouds with special shapes https://www.youtube.com/watch?v=VC35I7BR6M0
this is part 2 of 3 of the UE4 Local Volumetric Fog tutorial. I explain how to bringt the fog into custom shape and I talk about quality settings. PART ONE: ...
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
Can I move my UE4 engine to another harddrive? I'm not talking about a project, I'm talking about the actual engine itself.
Anyone know why my mesh looks completely fine in preview but in game its really dark colored ?
no light?
scene has lighting
click on the imgur link you'll see what i mean
no idea whats causing it lol
your material is different
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?
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?
Should my directional light be static or stationary
mostafa, do you need to turn the light on and off, or change its color?
if neither, static.
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
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
you'd have to show us what your event graph looks like on the animation blueprint @crude robin
How would I do this?
.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
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?
@normal burrow
which animations do not play for your AI?
none of them though they all work for player
is your AI a Ue4ASP_Character?
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?
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.
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
do people make a gamecontroller on ue4 or do they just throw everything onto the player blueprint
recommend keep trying ai and player as you restart ayopunky. there shouldn't be a reason for the animation blueprints to act and differently
alright will do.
anyone successfully get UnrealJS to run on android?
hi im having an issue where when i rename things it disappears
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?
Pretty easy to test, but to answer it will fire when the timeline has played out in either direction
that explains why it wasn't working as I hoped then, was worried I messed up somewhere
anyone know how to fix my issue ?
What things disappear?
Like are we talking variables dissappearing or whole ass blueprints
anyone know what causes this crash?
these are the errors after installing debugger and i dunno why im getting these errors
Is that the entire log? the message before this is usualy important...
That's a call stack
The log would be useful too
Looks like a corrupted Blueprint though
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
because you need to fix up references.
@blissful trail right click, yes @fierce tulip says
Right click content folder, fix redirections, or something like that
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.
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
odds of that working are near nehil besides having to remake everything by hand practically
i'd wait for 4.24 instead
why wait for the 4.24 ?
im guessing you are downgrading because bugs (you where not clear)
so wait for 4.24 instead
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
here is a gif of whats happening
https://gyazo.com/3fc4376c5edca5bd4e9df18bc7cfcc56
for me
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
then why did you move to 4.23? in that case, revert from source control and count your losses
We were originally working on the 4.23 before figuring out that we had to transfer to 4.21
welp
how far into your project are you?
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
could you not copy and paste the bulk of stuff?
Indeed
if there is anything id expect not to work its blueprint copy/pastes to older versions
often causes crashes
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?
@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.
Can I line-trace to an object that exists but isn't visible?
well not by visibility but yes
I'm assuming I'd need to make a new trace channel? Trace via Camera confuses me, how is that not just by visible
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
can i dm you? that way this doesnt get clogged up?
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
you can have it be traced based on collision type
that way, even being invisible would allow it to be found
@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.
ou
ill see what i can do on that. i think it was cause of a sudden jump in engine versions
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
same. but it was not upt o me to decide
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
this crash only happens when trying to open in stand alone btw.
on a completely separate issue, any idea why this happens?
thats a geometry box. i used it instead of mesh so texture wouldnt stretch. got myself another problem out of nowhere
I don't see what the problem is
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
No idea, I haven't used geometry in more than a decade. Meshes is very much the suggested workflow
BSP goblin, probably
whats that
so i cant use them as a replacement for walls?
you absolutely can, but you need to respect that they have issues
best way to use them is to ensure they don't overlap and to be extremely frugal with subtractions
There is no scenario where meshes aren't a much better idea
That sounds like an oof
and to think i was making my life easier by switching over to geometry to avoid texture stretching and BS
BSP is better for making new Unreal 1 maps π
id still make that bsp in max :p
time to start converting those geometry to meshes slowly i guess @_@
Yup
thanks. atleast i know the issue and can solve it for that. unlike the other one :v
@wary wave ooh i participated in that
I built ridiculously elaborate brushes π
I made some decent brush maps back in the day
level was mostly 1 brush with about 400 faces, lol
well, my solution to try and find the nearest footprint in line of sight completely clogged up and lagged out the game
try single trace instead of multi trace
@wary wave still need cat sounds?
I'll take anything you can send me π
video with sound ok?
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
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
k, got 4 minutes of 50% silence, and 50% mrrrowl
thanks!
what is this and for what do i need it?
is it a curvevector
curve float
one of these
Ouch.
also: lol, people saving stuff on c:
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 π€
I just like having it on C cause it loads faster. Honestly my game is around 100GB
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?!!
stupid question but have you checked your input mapping?
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.
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
Look at mouse capture, mouse lock.
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.
k thx @cloud cobalt
@lethal cliff sounds like you've dragged the animation into the scene and you're not using Play Animation on a skeletal mesh
so i need to put first the skeletal mesh only and then add somehow the animation as play animation on the mesh ?
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
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
using sequencer would be your easiest method
hi, anyone knows why this node returns zero always on terrain trace:
Not sure that can work on terrain.
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.)
Should be fine.
Thanks
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
Static lighting ?
because of light build
this is expected behaviour?
switch your directional light to movable and they will go away
yes
or build your light
Are you sure it is built?:)
because they do go away after build for most people...
yes you can see the crisp shadow cast
I also do not see the seam in that screenshot
ok that is a different thing π
Is that a landscape or a series of static meshes?
landscape
i checked if i didnt just mess something up in my other project
so i made this level and tried to reproduce
@plucky stump Try GPU Lightmass
ill check @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
ye :/
I would always do dynamic for the design phase.... and switch to static in polish...
its really really impractical for the landscape in my scene
im in the polish phase now
ah π polish away... π
ye
did the GPU lightmass help?
tryign to fix it
I think these components are way too small tbh
Thought they'd usually be much larger
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 ?
You download it
And read the instructions
And it's not just landscape
Every single object has this problem
only the landscape has this in my project
Because you haven't placed two walls next to eachother and found out they'll do the same
why do you compose a ladscape of multiple flat meshes tho
Anyway, static lighting only allow for seamless lighting between objects at the cost of extreme care
Perfect lightmap UVs, and basically GPU Lightmass too
you had multiple pros just take time out of their day to talk about your issue
I wouldnt call that useless
How to fix this doc link?
That's only for Unreal 4 Pro subscribers
look into distance mesh fields, itll fix your doclink issue
And another one to the blocklist
gpu lightmass would fix landscape seams π€·ββοΈ
GPU LM looks much better and has much less seams, @lapis vine
Regular Lightmass hasn't changed much since circa 2008
Oh... then I might download it. But isn't that kinda just volunteer of 1 man show?
Oh..
It is
Oh!
do you pros have any cool projects you could show me?
That's still the best we have until Epic delivers on DXR-based Lightmass
They did promise it, but it's not a priority
Ah, so maybe not next year even...
IIRC the new engine versions support isn't even by luoshang
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.
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.
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.
ooh, pretty decals
yes they are pilfered splats
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?
its probably the get input axis value one
so he has an input axis called "yaw" and that's why this node exists
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
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) ?
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?
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
No
The source installer has to grab all the prerequisites from the internet during setup
@ruby folio you can do that but from what I saw the latest actually built in the github repo is for 4.22
How do you scan a folder for assets during runtime with blueprints?
Matinee is removed in .24 so older projects do, newer ones should not they would use Sequencer
Ok thanks.
@sonic pagoda - you don't, generally
@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.
when i hit package project and select windows 64 bit it just opens a browser page
@sonic pagoda python editor utilities are a good way of building lookups that could be used at runtime though
@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
yay
wait, but now it says it failed because it need universal CRT to be installed
its in the individual package part of the installer
where do i install it?
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
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
@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.
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
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code Support my work on Patreon : https://www.patreon.com/CodeLikeMe In this episode, I...
how do i create "Blueprint initialize animations"
bp_character variable in animation blueprint
he said to me
we have last comments
what is the time where they say/show that?
How can I set reference to BP_Character in event "Blueprint initialize animations" using try get pawn owner and casting to a character.
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
π
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
Alright, will do, thanks π
@jolly shore maybe they mean the Event Blueprint Update Animation event
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
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
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
Why do i crash when i retarget my anime class to another character ?
btw Directional Light is on stationary(default) and the skylight is static(default)
With what
Dial 911
i am working on walkthrough
Oh
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
Is it a bug when retarging animations on 4:23?
When it should be fixed in 4:22 https://issues.unrealengine.com/issue/UE-68490
when you retarget one does it crash? is this custom animations or skeleton?
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
it could be, it's using the exact same animations and setup as what you are following?
Is not targeting to same character but other that that yes
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
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
help please
Help with trees static or not?
i need also help
Me too!
@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
ok
what can i help you wtih @lapis vine , does it have to do with struct vs class?
most trees have that sway affect in their leaves is this considered moving @normal burrow
@normal burrow I dunno yet, I just need help. In general. Will come up with something later. Thank you for caring about me π
i have tried alot to search for that tuts not find good one
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.
Have any of you guys used TextureGroups before?
was i right in guessing that its a sidewalk / road intersection vista?
isn't texture groups just that organizational / quality adjustment feature?
@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
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"
@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
mathew its okay to have world position offset on static marked things yea? imagine you don't want lightmapping on those right?
that is just changing the material so it should be fine yes
cool
its just all dependent on your level and your art style and what you need
yea, just thought was when it goes to bake the light if it applies the offset or not and then when it moves etc
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
interesting
assume there is benefit for marking something to not be lightmapped but still marking it static yes?
art style? not affected by the lighting for example is what I could think of
Hm I was asking more on the topic of performance. Marking something static even though its not lit for example would imply performance gains?
that is a good question
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?)
@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
thanks for testing it out π interesting result
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
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
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
that was actually going to be my first suggestion lol
but I tried the invert rotator on a mesh and it works on that
yeah, it did literally nothing for me that I could see
rotation seemed to remain the same
ah well
aww, well your idea is atleast the same one I had that does work
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
thatmight be it
reverse a rotation?
you can compose rotators using 180 around Z
or FQuat{0.f,0.f,1.f,0.f}
π³
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??
maths in the shader
do think there would be a way to get raw to hightmap marcel
#level-design would be a place to ask if theres no luck here
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
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
What is the best way to let an objet allways face a specific socket, even when the parent moves?
@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.
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
How do I re-name or create new/custom TextureGroups?
IMHO the cost of 2-3 material instructions outweighs the need for multiple layer masks
Hi guys, I am inside an Actor blueprint, can I manually fire a tick event?
@hard quarry Yes, in what context?
In my case I want that on every Timeline Update a tick event should be fired
Let's move over to #blueprint I can help you out there.
"In my case I want that on every Timeline Update a tick event should be fired"
- err?
Put a flash hider on it.
Im literally copying a tutorial step by step and its not even turning out the same, my best guess is different versions
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
Hey all! What method do you guys think would be BEST for going about making leaves on trees look like this?
I mean, I feel like being able to troubleshoot what is not working is more valuable than cosmetic muzzle flashes in a game.
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
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:)
@azure shore I found this tutortial series helpful, it has a section on particles, it's pretty basic but maybe it would be helpful? https://www.raywenderlich.com/771-unreal-engine-4-tutorial-for-beginners-getting-started
thanks
But sometimes his tutorials build off each other so I just did the whole thing.
wjat?
is there a way to use multiple online subsystems
can you use 1 for matchmaking and another for logging in
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?
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
you will only need C++ if blueprints does not have a function you need
yep
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.
You should probably learn BPs first, with Unreal.
What are BP's? I'm completely new to programming in general.
Thanks
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...

