#ue4-general

1 messages · Page 581 of 1

sharp crest
scarlet birch
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any precision greater than the tic interval is useless

light thunder
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Let me see if I can take my own advice and show him, maybe, by example for how to ask for things

dim plover
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I don't think it is possible to check things in between ticks on the Game thread.

vivid narwhal
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where do you get 0.000001 from... Surely system time only goes down to 0.001 anyway

sharp crest
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Where has this discussion gone to

light thunder
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So I have 4 category buttons - for example, fruits, vegetables, meats, dairy (or whatever) -I only one one button in each category to stay selected

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how can I control it using the categories? do I have to rely on using switch statements?

sharp crest
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so when it's selected change the color of it to cool and the others to shit

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lol

mossy nymph
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what do you mean by using categories?

light thunder
strong mesa
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Is there a variable type that i can give it both name and integer

light thunder
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those are two different ones

sharp crest
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@strong mesa yes string hdsmileytbjbu2

light thunder
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I'm keeping track of the lastbutton pressed and lastcategory pressed

sharp crest
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why am I doing this I have a game to make and you guys have google

strong mesa
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string is bad for replication

light thunder
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It's not the end of the world for me to expand the switch statement to include other categories I am just checking if that is a decent way, without refactoring the entire structure I have

sharp crest
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the general types are always at the top, so just check there what fits your needs the most @strong mesa

vivid narwhal
sharp crest
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that will be even worst for replication

strong mesa
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Yup

mossy nymph
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@light thunder i would put all buttons inside a panel on another widget, have the parent widget subscribe to buttons clicked event, and handle it by first telling the previous button its unselected, then setting the last button that was clicked as selected

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adjusting the visuals accordingly

sharp crest
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anyways u shouldnt worry too much about each variable, it wont kill ur game to use a string instead of an int

light thunder
strong mesa
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@vivid narwhal thanks you though ❤️

light thunder
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@mossy nymph Hm, I can't just unset the previous button because it needs to stay IF the button is a DIFFERENT category, but I think I might change the execution order around based on the way you phrased that

mossy nymph
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this approach includes 2 custom widgets - one ButtonWidget and another one holding a panel that houses them

light thunder
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that's basically what I've done

sage wharf
#

hey . does anyone have an idea if ue4 have an Addressable Asset System like in unity ?

sharp crest
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@light thunder try using functions instead of copying the same code 5 times hdsmiley this is how I would do it too tho

mossy nymph
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ButtonWidgets can be instantiated knowing their category

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and broadcast it in custom event dispatcher when clicked

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and parent would then hold a TMap<Category, SelectedCategoryButton>

frank badge
#

hey guys 🙂 can anyone help me with the new quixel stuff? Whenever I import a material it gives me the warning "Displacement Samples as Color" and the displacement and roughness do not work

sharp crest
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@sage wharf or explain what you want to do because none of us use unity here hdsmiley

sharp crest
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explain what you want to do..

light thunder
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@mossy nymph how would I have the nonselected button remember to change back, if I've selected a few other buttons from different categories (and this changed the lastbutton pressed variable"

sage wharf
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i am not a unity user actually but it is very nice feature

sharp crest
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u need to make a function that resets the style of all the buttons thats how I do it @light thunder

mossy nymph
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at the time dispatcher is called

light thunder
mossy nymph
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your parent widget still has a pointer to whatever button was last pressed in the Map

light thunder
mossy nymph
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it calls an event/function on it that "unselects" it

light thunder
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but it will only have one "last button"....

mossy nymph
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not if you store them in TMap with whatever your category is (string, name, integer, doesn't matter)

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as a key

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and a pointer to selected button as value

light thunder
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so if I were to click back to the Engine101 thing and click something else, "SecondarySearch" would change back, while "BackPorch would still stay lit

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ah

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I see what you mean now

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basically, build a map at run time

mossy nymph
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this approach also scales well - you can freely add buttons into categories or even add new categories without changing the logic in the widgets

sharp crest
light thunder
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yes that's what I was looking for

flat idol
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webUE

sharp crest
light thunder
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@mossy nymph Would I want just the actual widget element as the value or do I have this backwards?

mossy nymph
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yeah, push button in it

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that way you can just directly access it by key

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altho, making a literal map here... probably not

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i'd make the map a variable in the widget

light thunder
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clarifying real quick before I pursue this

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1 or 2?

mossy nymph
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and on Construct/OnOnitialized find all buttons and add them

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1

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also

sage wharf
mossy nymph
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this might not be a concern for you, i don't know - but enumerations have been known to break some blueprints when you modify them

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so you should consider a FName or some such as key if you're going to invent categories on the fly

light thunder
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the categories are planned and exist before runtime

sharp crest
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enumerations have been known to break some blueprints when you modify them
never happened to me

mossy nymph
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then enum is fine

light thunder
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I'll be constantly reworking and adding more but nothing afterwards

dim plover
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UE4 has the AssetManager, you can async load assets by path.

mossy nymph
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each button has to know the category it belongs to, so that it can send it when calling the event dispatcher

sage wharf
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@dim plover okay, thanks

light thunder
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I've been passing that through the interrace call as part of the ButtonDataStruct

vivid narwhal
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sorry to interrupt. Is there a way to increase the "arc" on a nav mesh link so I can actually jump over objects?

mossy nymph
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that would require buttons to be aware of the existence of a parent widget

light thunder
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brb fire call thank you!

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ems thouhg

sharp crest
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@vivid narwhal step height setting in nav mesh will work for you I think

mossy nymph
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@vivid narwhal can you read c++?

strong mesa
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I can read English

vivid narwhal
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enough to modify variables but not enough to write my own code

mossy nymph
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i suspect NavLinks are using

    UFUNCTION(BlueprintCallable, Category = "Game", DisplayName = "SuggestProjectileVelocity Custom Arc", meta = (WorldContext = "WorldContextObject", AdvancedDisplay = "OverrideGravityZ, ArcParam"))
    static bool SuggestProjectileVelocity_CustomArc(const UObject* WorldContextObject, FVector& OutLaunchVelocity, FVector StartPos, FVector EndPos, float OverrideGravityZ = 0, float ArcParam = 0.5f);
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that function in GamePlayStatics to generate an arc

vivid narwhal
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it would be ArcParam?

mossy nymph
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you would need one with higher ArcParam

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something around 0,7-0,8

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its alpha, so 1 or above would have no solution

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if you're lucky, the thing is exposed somewhere

vivid narwhal
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it beats up Chrome in dark alleyways and steals the RAM

dim plover
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Do you have a lot going on in Unreal? Mine only takes like 2GB.

sharp crest
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mine takes 20

mossy nymph
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mine can take 20 if i don't close it for a few hours

vivid narwhal
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mine is only taking 2gb atm

sharp crest
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only7

mossy nymph
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it kinda depends on the size of assets you have loaded

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but if you're practicing creating hard references freely in BP, you will load the entire game as soon as your first BP loads

vivid narwhal
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There's nothing in NavLinkProxy.h that says ArcParam sadly

sharp crest
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@vivid narwhal why not use nav step height?

mossy nymph
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that won't work here

sharp crest
mossy nymph
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you do have a BP exposed delegate OnSmartlinkReached

vivid narwhal
mossy nymph
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you can hook into it and do a custom launch

vivid narwhal
mossy nymph
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it would not render the arrows in editor to show the new arc, but it would let the AI go over them

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whats the Target of CalculateVelocity?

sharp crest
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self?

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lol

vivid narwhal
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good question

sharp crest
mossy nymph
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ah, it says, NAvLinkPRoxy

vivid narwhal
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yeah you can only cast it to NavLinkProxy so it's just a self reference

mossy nymph
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but i do not see it in code

vivid narwhal
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the thing is. If I set Jump Duration to stupid high, it jumps over, but, it doesn't land at the target, it still just lands halfway

mossy nymph
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so this is inheriting from a derived class of NavLinkProxy

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try calculating it with SuggestProjectileVelocityCustomArc instead @vivid narwhal

sage wharf
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i am not rally understanding how to get the asset manager working in ue4

sharp crest
vivid narwhal
sharp crest
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hm good Ig? nice

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or did it break?

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lol

vivid narwhal
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it's .... weird. If arc param is 0.0 it gets yeeted into space. if it's 0.01 or higher it doesn't even jump at all

sharp crest
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not following anymore

vivid narwhal
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The SuggestProjectileVelocityCustomArc doesn't seem to be doing anything. Since if the arc is 0 it just goes into space, if it's anything above 0 nothing happens

dim plover
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When importing a skeleton to Unreal, does every joint need to be bound to skin?
If I use "Use T0 as Ref Pose", the entire thing gets weirdly rotated.
Overall, importing stuff is pretty weird, does anyone have any good links for this process?

sharp crest
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Never had an issue with importing stuff
Might want to google your error/issue

vivid narwhal
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I'm wondering if there's a more complex method I can use instead of Launch Character

grave osprey
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where i can find quixel suite ?

vivid narwhal
grave osprey
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i want to texture my mesh

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thanks.

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is it part of unreal ?

vivid narwhal
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if you just want the megascans (Which they make part of unreal) go to the Marketplace Tab, click on Free and click on Megascans

grave osprey
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so quixel suite isn't free ?

vivid narwhal
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megascans are, quixel as a tool isn't

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you don't need quixel to texture your mesh, UE4 has a material editor for that

grave osprey
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i meant for baking stuff.

vivid narwhal
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you got a couple of options and most of them cost money

ornate ice
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Hey

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good night

vivid narwhal
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hi!

ornate ice
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anybody has an idea how to make a tab section that slides

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when passing to the next tab

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in UMG

serene quiver
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How do I edit the text in a TextRenderActor?

vivid narwhal
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or by referencing the textrenderactor in blueprints

ornate ice
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oh

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I got an idea

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anyone knows how to make a generic

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fade in/fade out animation

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for any widget>

vivid narwhal
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you can animate a widget's opacity in the animation track

ornate ice
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but that would be specific for that widget

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I want to be able to

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generic fade for any widget

vivid narwhal
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that's beyond my knowledge sorry but I don't think that's possible?

ornate ice
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😦

fervent sigil
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Is there a way to change a component property on multiple objects? They are all the same type, if it matters

flat idol
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You can usually select multiple items by press ctrl while clicking and the closest detail panel will give you the identical settings if there is any. But it may not work in some situations.

fervent sigil
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yeah I did, and it works, but I can't select a component of the objects, only the object properties

vivid narwhal
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is it exposed?

flat idol
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i think you can enable the little eye icon next to the property in the actor component, and it should show up on the main panel of the actor

fervent sigil
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the component is a static mesh, so I don't own it. It doesn't have an expose icon either

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The expose thing works for variables, I don't think it works for components. Not for the static mesh anyway

dry nymph
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Hi, anyone familiar with "composure"? I am trying to set up a layer element onto which a geometry is rendering with a material different than the one seen in the editor. I take it this is a possibility but I suspect there might be some blueprinting involved and I am rather noobbish in that department. Any pointer?

serene quiver
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How would I respawn the player at the start point if they get killed by the KillZ?

sharp crest
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pretty sure you need to spawn a player character and then possess the player controller into that character @serene quiver

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or a simpler way will be to add your own actor above the kill z that will teleport the player on hit/overlap hdsmiley

serene quiver
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So uh, how would I do that?

sharp crest
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which one

serene quiver
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Spawn the player then possess them

sharp crest
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well you can add an event end play to the player character that will spawnactor another player character at the location you want
and then just possess it with the possess node and get player controller

forest totem
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Replay System for Unreal Engine 4.22?

sharp crest
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enjoy

forest totem
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not for 4,22

sharp crest
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I mean you can just make your own one?

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Idk I guess just save all the actors transform and position? lol

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Idk guess this kind of thing will be quite complicated

forest totem
#

yah

sharp crest
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he is saying ue4 has a built in replay system?

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would make sense that they ported it over from fortnite hdsmiley

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try googling it

forest totem
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dont find it

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for 4.22 a cant find nathing

serene quiver
sharp crest
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😅 this might be more than a sentence to explain without just showing u how to do it

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maybe try some blueprint tutorials first

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going to sleep good night and good luck

serene quiver
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Oke

dim plover
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Alright, I seem to be out of my depth with basic importing of Skeletal Meshes.
https://i.imgur.com/Du3FYbt.png
I have this simple skeleton that imports weirdly. And I get this warning. If I do as the warning says, "Use T0 as ref pose", the mesh becomes weirdly rotated.
All in all, I have no idea what I'm doing. pls help 😭

strong mesa
strong mesa
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have you looked into Interpolate to

flat idol
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when you lerp rotators isnt there a short route boolean somewhere?

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maybe it not present on all nodes, but there is definitely at least one give you this option that ensure won't full turn (hence the flip flop effect you may experience)

strong mesa
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Ok show me

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i'll do it for you

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Send me a screen shot please

ornate ice
#

Hey guys is there anyway to avoid timelines being interrupt by pause game?

strong mesa
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ok i know the lerp node show me your setup to see what you are trying to achive

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Timeline is time Based and Pausing the Game stops Time

ornate ice
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Any idea how can I make a generic function where I send the widget and I can modify the opacity over time?

strong mesa
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Create a timeline and Shift click to add tow points and set the first to time 0 and value 0 , the second to time one and value 1

ornate ice
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But pause the game will fuck the timeline

strong mesa
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For the opacity you should do an animation in the widget interface

ornate ice
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But that would require to make the animation for each

strong mesa
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in the A pin plug in your current rotation and in the B pin plug in your desired rotation @autumn crystal

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yes

dim plover
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I think I solved my skeletal mesh import issue. Apparently, selecting Up Axis : Z when exporting from Maya = bad?

strong mesa
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Yeah you should use the default settings

flat idol
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The problem is probably with the ue import because engine will rotate these from Y to Z regardless

plush yew
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ue4 crashes when assigning materials to landscapes and making layerinfo, can anyone help me please?

flat idol
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Maybe the material is bugged just assing a builtin material (eg simple white) and see if that crash or not

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If good then probably material has a bug

plush yew
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the material works in 4.22 but not in 4.23 or above

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Or it works on smaller landscapes but not on larger ones

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Anything over the resolution of 513x513 and it crashes

flat idol
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Maybe tessellation is sky high and crash gpu

plush yew
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dont have tessellation on

flat idol
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Can you see errors in landscape material when open it?

plush yew
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no

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Its quixel's material edited to support terrain blending

flat idol
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How many layers you got there btw?

plush yew
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6, 5 being main texture layers and the 6th being specifically for puddles

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I can send you the material if you want

flat idol
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Just try create new empty map, new empty landscape with high dimensions and assing the material there.

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Is it crashing?

plush yew
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I already did that

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yes

flat idol
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Spooky stuff no idea

strong mesa
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I'm casting to my child actors so that i can access them, this used to work fine but now it doesn't, any idea why

plush yew
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It hangs for 3 hours then says it has run out of video memory

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it isnt an outright crash, it just hangs for 3 hours

flat idol
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Do you have updated vga drivers?

plush yew
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Yes

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I have a Radeon VII

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Here wait let me put my full specs

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Ryzen 7 1700
Radeon VII
32GB DDR4 2400

dim plover
#

Sheriff, what do the warnings say?

plush yew
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landscape resolution is 8k, it uses all of my system for about 3 hours then crashes

strong mesa
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@dim plover

flat idol
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reparent malee template to base on item template asset

strong mesa
flat idol
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compile all these stuff and see if the problem disappear

strong mesa
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I did everything

plush yew
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ok this is outright infuriating. I cant do anything with this landscape because UE decides not to work

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I've never had this issue until 4.23

strong mesa
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Problems everywhere

fathom dust
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is it possible to add more variables into game user settings?

strong mesa
#

i think yes

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not sure

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you had to type saved game settings in a special node

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something along those lines

fathom dust
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any idea what the node is called?

strong mesa
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can't remember i'm sorry

fathom dust
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alg. ill look for it ty

strong mesa
lime gull
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When making a turn based battle system, what part ahould I start with?

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Id say menu functionality, like pressing all button

fathom dust
#

Watched that but he didnt show anything about adding new variables just changing the values of existing ones

normal burrow
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htf lol

midnight tree
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Does anyone have troubles logging to bridge with Epic account?

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Can't log in for two days

abstract relic
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No. But bridge itself is a hacky mess

normal burrow
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I expect epic to replace the hell out of that plugin

ripe saffron
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why? does fortnite use it ?

fervent sigil
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I have multiple objects placed at different location on the X axis. Is there a way to add a specific number of units for the X axis to all of them? (e.g. 23.57)

dark rune
polar hawk
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the quixel python thing

dark rune
#

how do i get this example project? where is the "Content Browser"?
i dont think its the one in the editor

tall pendant
#

first step might be getting the Content Examples from the launcher (or mp)

dark rune
#

@tall pendant from marketplace?

tall pendant
#

just get them from launcher

hidden heart
#

Content Examples are on the Learn Tab, under Engine Feature Samples

dark rune
#

ok thx

dawn plover
#

Am I blind, or is there no Twinmotion channel in here?

tall pendant
radiant haven
#

How can I transform a mesh (mountain) into a terrain so I can skulp it n stuff

rancid lynx
#

Why are these triangles missing ? Blender fbx exported. i checked normals, they were also recalculated, they are correct in blender. these should all be quads, no Ngons. any idea why some triangles just dissappear?

abstract relic
#

Did you remove double vertices

rancid lynx
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i tried that also. this was just a plane, that was subdivided by only 20

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then just raised the Z on some verts. thats all X_x.

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ive seen this problem 3 or 4 times this year. deleting the polygons and manually replacing them solves the issue . even though the normals are not the problem, and they show up correctly in blender.

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its an easy fix. but id like to know what the fff the problem is

digital anchor
#

when you said you a are recalculating the normals, you set to recalculate on import? so it doesnt matter how it looks in blender, you could try importing normals instead

rancid lynx
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i recalculated in blender. before the export. they look the same in blender either way, correct.

digital anchor
#

right, and in the import options?

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Recalculate Normals / import normals

rancid lynx
#

inside ue4 , add recalc norms? ok ill look for that also ty

digital anchor
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when you import you can choose if you recalc or if you import, you always wanna import

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else you lose your normals

rancid lynx
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its set to import now. thats correct right?

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98 percent of other meshes have no problem

digital anchor
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you can get that sometimes when you have non planar quads

rancid lynx
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that was my guess. but 2 triangles = 2 triangles, no matter what location the 4 verts are at X_x. its simple origami

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so i thought surely games like RDR2 are not possible if editors cant even get 4 verts into 2 triangles correct.

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manually triangulate the quads before export solved it.

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dont save after the triangulate eh ^ ^

dry nymph
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anyone knows how to visualise a render pass in the composure post process material? I've managed to show layer elements, but could not find a way to show passes (which must be relatively easy), and the documentation does not mention it.

agile silo
#

Hey is this possible to change the control points of the InterptToMovement component?

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It seems to me it fucked up every time I try to do it

thick knoll
#

a curious question more than anything, are line traces always instant or can they have a travel time? (Without using say a physics object that generates the trace)

cloud cobalt
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Traces are always instant.

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For travel time you'd need to split the path into multiple smaller frames over time.

radiant haven
#

no advertisement

whole quarry
plush yew
#

I have a problem

radiant haven
#

How can i download marketplace Stuff without owning it???

plush yew
#

I built the whole graybox with geometry,and now that i try to put material to check how it is it doesnt show,only if i turn the geometry to static mesh it shows

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@radiant haven that's called piracy and its not allowed

radiant haven
#

no

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free stuff

I have the problem that i cant delte owned things for multiple reasons (paid and u delete it)

cloud cobalt
#

You can't remove stuff from your vault

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You can just erase the local copy of it

radiant haven
#

yeah i know, well in some years I have sites over sites of unusesd content

cloud cobalt
#

So what ?

radiant haven
#

?

cloud cobalt
#

There's no option for this so that's how it is

radiant haven
#

k

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other question is

Yesterday I got adisczussion with someone cause I couldnt build smth out of the Grid

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so ue has a build limit?

cloud cobalt
#

What do you mean ?

radiant haven
#

I cant play smth out of the Visual Grid

It teleports my camera without mesh or character to the 0position xyz

and after exit I earlier had some errors but now nothihng

thick knoll
#

@cloud cobalt Thank you for that!

crude vessel
#

I can't get a straight answer but i'll ask again. Is there a way to do numeric inputs for the postions of Physics Asset Editor objects and constraints ?

gleaming creek
#

Have to love the UE4 documentation. I wanted to know if normalising a vector would make it so that the highest angle is 1.0, or the length is 1.0 (it's the latter), or something completely different that I hadn't thought of. The documentation just says it normalises the vector, without even bothering to explain what normalising even means in this context.
I had to actually run the thing with a vector to figure out what it did.

cloud cobalt
gleaming creek
#

Been there already 🙂

cloud cobalt
#

... I mean, normalized means normalized

manic pawn
#

why would the engine documentation have to explain basic math you can look up anywhere?

gleaming creek
#

To confirm that the function actually does the basic maths that you think it does?

manic pawn
#

well, that's why it has a specific name "normalize a vector"

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it would be weird if it did anything else

cloud cobalt
#

To be fair, some of the UE4 math can be misleading in materials

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The game logic math is however usually straightforward

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The material math however does clearly state deviations from standard sine etc

sharp crest
cloud cobalt
#

Basically if the documentation doesn't tell you anything, well, you can assume it works like everywhere else

gleaming creek
#

Eh, it's not just maths documentation which is like this though, a lot of other documentation also just has a vague one-line description

cloud cobalt
#

I know for a fact that the documentation team specifically wants feedback on unclear documentation, so do report this on the forums

gleaming creek
#

Yeah but now I just feel like I'm stupid for not being sure what normalised vectors are 🙂

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Which is in part because I was specifically looking for a function that did the other thing (vector scaled so the highest angle is 1 or -1) and can't figure out what it would be called or even if exists

cloud cobalt
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No idea either, tbh

gleaming creek
#

I'd imagine I just have to get the abs max manually and divide it

magic sluice
#

hey, im watching a course and in the tutorial the code is
"FString ObjectPos = GetOwner()->GetTransform().GetLocation().ToString();"

i managed to find in the API this solution
"FString ObjectPos = GetOwner()->GetActorLocation().ToString();"

Is there any difference between the two? Both works as i want them to

gleaming creek
#

No real difference

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Each object has a transform

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which is location, rotation, and scale

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So you can either query the transform and then get the location from that, or query the location

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I'd use the latter because it's less code

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I suppose in theory one might be slightly more efficient depending on the internals of the engine?

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But by "slightly" I mean "by a truly miniscule amount"

magic sluice
#

mhm, ok, thank you. I think i'll stick to the 2nd solution, if i ever need rotation or scale there's always GetActorRotation and GetActorScale

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looks better imo

gleaming creek
#

GetTransform is more for when you actually need the full transform to pass into another function

cloud cobalt
#

Pretty sure GetActorLocation gets the location from the transform of the root component

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So yes, same thing

magic sluice
#

root component?

radiant haven
#

well the green one is my landscape that i want to make as a background

The yellow oneis my mointain

#

h.. how?

gleaming creek
#

The root component is the part of the object which is used to determine the object's location

#

Other components can be below it and offset from that root component location

magic sluice
#

oh, ok, ty

plush yew
#

Hey, is it possible to make a billboard text ?

radiant haven
fierce crest
#

Hi all, noobquestion: is there a landscapematerial for quixel surfaces (maybe with generative placement of stones and foliage) or does this make no sense?

frozen pond
#

hi guys, got problem with set material node, my script look like this, and material is not setting, i'm getting not rendered material instead

magic sluice
#

hey, the way i have doors set up in my game is that their Z rotation by default is set to -90 degrees, can i change that to 0 while object stays rotated like it is now?

frozen pond
#

you can reimport static mesh with rotation, that should work

magic sluice
#

how do i do that?

frozen pond
#

first set this setting inside of static mesh

#

then reimport it

magic sluice
#

clicking reimport doesnt do anything for me

frozen pond
#

did you change import rotation /

river magnet
#

Looking for a paid level designer

#

10$ for the map

#

With textures and stuff

#

If interested hit my dms

magic sluice
#

@frozen pond i didnt get "Import Settings" window

frozen pond
#

enter inside static mesh and they are inside

vagrant aurora
#

Question:I am fairly new, I'm using a "portal gun" in my game but trying to have the portal stop at a fixed distance when spawned instead of hitting a wall and activating. How do I implement keeping the bullet but spawn at a fixed distance? Not sure what the set up would look like

vivid narwhal
#

of my head I can think of a couple of ways @vagrant aurora

#

First way is you could get the distance in front of the gun X distance away and set that at your spawn location

vagrant aurora
vivid narwhal
#

you could also trace the bullet and see if it hits something before it reaches max distance, if it does reach max distance (using the previous method) spawn the portal there

#

What's plugging into Spawn Transform?

obtuse nest
#

Is the Epic Games UE course the best tutorial series or is there another that people favour?

vivid narwhal
#

personally I don't hold the official one in high regard

#

it's good, but it;'s not standout

obtuse nest
#

@vivid narwhal have you heard of any other standouts?

#

The official one seems a bit broad

vagrant aurora
#

@vivid narwhal I sent you a message with the Spawn Transform area

vivid narwhal
#

honestly it's going to depend on your learning technique

plush yew
#

Not sure if this is the place to be asking this but, does anyone know where I can find a definitive list of all of the games made with the Unreal Engine 4?

vivid narwhal
plush yew
#

Okay thank you. I was looking at this but, wasn't sure how reliable it was.

vivid narwhal
#

obviously it doesn't include all indie games and since it's a wiki it's user generated but it is the most complete one I'm aware of

final wren
#

Is there a way to stop SteamVR and Oculus from loading each time you load the UE4 editor?

#

It's getting really annoying

vivid narwhal
#

lerp it

#

yeah you need a lerp node

#

are you controlling the lerp alpha with a timeline?

#

try that

#

yes you can

#

you make a float track in your timeline and you set 0-1 to however many seconds you want it to last

#

then you get the alpha float track and times it by whatever multiplier you want to speed it up or slow it down

#

yep

#

what value is rotation speed

#

that's not how it works

#

you can do that with what you've got but you need to understand the mathematics

#

your alpha is going over a 1 second duration currently, because it's going 0-1 over one second and multiplying the value by 1. So it's always going to be at value of 1 at 1 second.

#

You want it to be one degree per second?

#

you could increment the target rotation by X every second

#

IF CurrentRotation =/= TargetRotation, +CurrentRotation by 1

#

run that every second and change 1 to a variable so you can speed it up/slow it down

#

then you test if TargetRotation is => CurrentRotation and then change the incremenet variable to be a negative

tired oracle
#

is there a way to somehow "transfer" all the foliage tool assets to a new landscape? Or do you have to place them all again from scratch?

vivid narwhal
#

not as far as I know

tired oracle
#

yeah i didnt think so, oh well

#

think theyre tied to the landsacpe

crude robin
#

so, after the pass few days of me thinking i coded my ai wrong i was just dumb enough to forget to switch the controller to the correct ai controller

#

and it work

vivid narwhal
#

that'll fix it

crude robin
#

yeah i was like pump fisting cause i finally have decent smart ai lol

plush yew
#

@vivid narwhal Yeah I figured as much but, thank you.

opal berry
#

Is it expected that static shadows look so bad

vivid narwhal
#

are they baked

opal berry
#

Ya

vivid narwhal
#

afaik static are usually cheaper

opal berry
#

Yeah

#

Ik

plush yew
#

Anyone know why my misc/guns and such are offpoint in-game

vivid narwhal
#

either you haven't set the pivot in the correct place in the mesh or you haven't set your socket location in the right place

plush yew
#

Is either not resulting shots ingame, So bullets go past the player, Any knownledge about what that could be?

jagged sigil
cloud cobalt
#

There are very few scenes that you can't render in UE4 at all

ornate ice
#

indeed

#

it was used in the new Star wars stuff

#

the mandolorian or whatever it was called

#

OMG I've been fighting this UMG animation system the whole morning

kindred viper
#

top tip. Use manual animation instead of the UMG animation system. You will live longer.

ornate ice
#

😮 manual animation?

kindred viper
#

yeah

ornate ice
#

what is that?

kindred viper
#

seriously?

ornate ice
#

or how do you eat it?

#

lol

#

I mean

#

what do you refer to manual animation?

#

like photoshop animation?

kindred viper
#

just doing your own movement of widgets

ornate ice
#

outside ue4?

#

oh

kindred viper
#

I dont use the animation timeline tab to do any anims in UMG because the first time I tried it, it didn't do what I wanted. So I never went back to it

ornate ice
#

jum is this manual animation as you called is independent of time as the UMG timeline?

#

cause my menu happens when the game is paused

#

and most of timebased stuff freezes

#

when game is paused

#

but UMG animations keep working

kindred viper
#

nothing in this engine is independent of time so to speak. Its all tick related. But you can tick when paused so of course

ornate ice
#

can you show me an example of for example fade out a widget using the manual animation?

#

if you can and its not a sadness for you

#

🙂

#

just want to understand well how would you do that

#

from there I can take over

kindred viper
#

its the same as everything else. Take the value, decrement it with a timeline or a looping event system

ornate ice
#

for everything else

#

oh

#

Timelines doesn't work when game is paused

#

already tried

kindred viper
#

you dont need a timeline to do it. Thats merely convenience

#

just gonna load up a project to give you an idea of how I did some stuff for a slot machine

#

Ok so in this case, I used SetTimer to do it. I have a function I want to fire off several times a second.

ornate ice
#

😮

#

ok let me try something

#

to see if it works fine

kindred viper
#

I have distance (pixels to move) and I pretty much just interp to it

#

At the end of the function I use the value to Set Position on the widget.

#

Rather in my case, I am animating slots to move blocks of widgets, but it applies to single widgets too

#

As you can see, I use SetTimer in this situation. It's like a timeline but without the fancy stuff and it doesn't have to be planted on an Event Graph.

#

it does require a little extra work to get the same functionality out of it, but less is more

mossy nymph
#

that looks like it will move faster on higher framerates

#

usually not ideal

#

using InterpToConst, or w/e its called in BP, providing it DeltaTime and InterpSpeed (change per second) should eliminate that

kindred viper
#

its got delta time factored in elsewhere

plush yew
#

Anyone knows why is showing diffrent angle ingame

#

?

humble sun
#

@plush yew probably a transform being applied somewhere in your charcter BP

#

make sure you reset all rotations to 0,0,0

azure shore
#

oh Ive been having lots of trouble with the shotgun doing that with my character, I just keep moving it around and seeing if its any better

#

so outside of the game his arms and the shotgun are in a really weird position but in game he holds it properly

glacial basin
#

Anyone , is it possible to downgrade a project, from 4.23.1 to 4.22.3 for example, please?

opal berry
#

When I add my trees to the scene, set them to static and bake lighting, the shadows look horrible

#

Tried with multiple assets

#

Default settings did not change a thing

glacial basin
#

@opal berry why not use dynamic lighting?

#

I'm sure that you're not supposed to use static lighting with foliage because it takes too long to bake for one thing.

#

If you have really simple trees then it might be worth trying though.

opal berry
#

They are not simple trees

#

They are from the environment set

copper flicker
#

so weird thing happened

#

has anyone had issues with OBS recording.. and foliage?

opal berry
#

I bought them last month when they were free for the month

copper flicker
#

O o

#

I mean instances seem to be a bit of an issue for my machine

#

dunno if it's just mine

opal berry
#

Haven't tried

copper flicker
#

but even if my FPS is high, like 70-90 FPS, OBS will stutter like mad, even freeze

#

thing is... it's not doing that if I kill foliage

#

and replace it with meshes

opal berry
#

I use to have this problem but with normal recording

copper flicker
#

same high poly result

opal berry
#

I recommend u check for update in obs

#

Or

copper flicker
#

yeah I use GPU accel for OBS, and I have a 1070

opal berry
#

Uninstall and download agian

copper flicker
#

hmmmm. maybe

opal berry
#

Are u using obs classic or studio?

copper flicker
#

but again, what's really weird is that this problem only happens if I have foliage in my scene

#

dunno... not in studio mode

opal berry
#

I don't know but try checking for updates or running as admin

copper flicker
#

it's obs regular... free... 24.0.3

opal berry
#

Usually those small stuff are the ones causing the problems

copper flicker
#

ok, thanks

opal berry
#

Obs studio is free

#

Can u send a screenshot of ur obs editor or something so I can see which one you are using?

copper flicker
#

oh wow... now it does it just cuz of level streaming

#

it's getting wierder and wierder

#

if I stream content, vs just load a normal level...

#

when I stream my modules OBS simply goes nuts

#

I have the latest

#

and the latest GPU drivers

#

aaaand we're back to normal

#

I think it was the Experimental Procedural Foliage that was ruining the day for OBS

#

I had to disable it, rebuild

#

just cuz it was enabled, even if I had NO foliage in my scene

#

OBS went nuts

#

and I guess that's why we don't use experimental features that have been experimental for years now...

#

O o

normal burrow
#

you using hardware encoding or something?

plush yew
#

Hey

normal burrow
#

Hello

plush yew
#

Just joined I was thinking this place would be good for tips

pseudo swift
#

hey, does ue have control over keyframe easing? Ik theres a curve editor but i dont have much luck

#

maybe I just have to learn more about interpolation

plush yew
#

On a forest what would be a good specular for the terrian (grass, dirt, ect)

#

I put 0.2

normal burrow
#

I think there are tables of pbr values for everything somewhere. but don't most just eyeball it?

plush yew
#

Im trying to build like a avatar type game

pseudo swift
#

anybody experienced with camera rails?

#

is there a way to make a loop?

#

or make a cam go full circle?

#

id like to render out a sequence where the camera moves around a room

#

i guess i could eyeball it lining the rails up

copper flicker
#

@normal burrow yeah, the NVIDIA NVENC h264

#

the new one

normal burrow
#

Software encoding would relieve work from the gpu if you've got the cores for it. Unless its the encoder being overloaded with complexities, likely just resources in use.

#

but with obs

copper flicker
#

I have to use the gpu

normal burrow
#

t.MaxFPS 60
in console will help capture a lot

copper flicker
#

it speeds up things a lot

normal burrow
#

yea set t.MaxFPS to the capture frame rate to take stress off gpu then

copper flicker
#

hmmm.. yeah, it's an idea, but I do have vsync and limitation

#

only 75, not 60

normal burrow
#

on the capture?

copper flicker
#

no, in the game

#

settings

normal burrow
#

those could hurt your captures more than help, esp. if you have gsync/freesync

copper flicker
#

ok, so the old NVENC work... without stutter, but at awful image quality

#

I think I have gsync disabled

#

anyway, the problem here is not with OBS not being able to capture properly I think

normal burrow
#

k yea, well woudl recommend trying it. it makes day and night difference for me (t.MaxFPS)

copper flicker
#

it's ONLY if I have foliage created by the experiemtnal procedural thing

#

yeah I will try to limit to 60

normal burrow
#

its a shared resource since your using hardware enc

copper flicker
#

but again, my capture works pretty well... normally

normal burrow
#

if your cpu is getting bogged, that could cause it to yes.

#

but if its something that only occurs with obs on, idk

copper flicker
#

more over........ by just having that procedural thing enabled, without any foliage in my scene, I have the same issue

#

so it seems like a proc foliage bug

#

yes, it only occurs with proc foliage generated content, and only when recording with OBS

#

or again, if the proc foliage is enabled

#

in unreal

normal burrow
#

if thats the case then i'd have reason to think the gpu is just getting nailed

copper flicker
#

so I tried simulating, disabling.... and reloading unreal, and building

#

strangely, that worked... but not for OBS

#

O o

#

well, if my gpu is getting nailed by procedural foliage... that's gonna be the same for anyone else playing the game

#

it's a pity cuz it looks awesome

#

😄

rain lintel
#

Is there a way to have a space not be effected by the ExponentialHeightFog?

nova spruce
#

Hello, does anyone know of a good tutorial to make a text adventure in Unreal Engine?

copper flicker
#

everything works fine it seems.. with the old NVENC

#

so it's maybe an issue with OBS

#

the old NVENC was not working with the latest nvidia drivers

#

now it works...

#

O o

#

and the new one has issues

lime kernel
#

Hello, what's the easiest way to get a UE4 tutorial to get me started on the engine?

serene quiver
#

How would I make a launch character go in whatever direction the player is facing?

honest vale
#

did you guys hear that Epic is moving towards having a single uasset file per each actor that is placed in level in editor?

#

the file would store the properties of the actor

#

that will greatly improve multi-user editing of worlds

#

instead of having the whole map file checked out (or conflict) you'd check out individual actors

dim plover
#

I did not hear about that. That sounds good. Hopefully those uassets don't get corrupted easily.

kindred viper
#

per each actor? isn't that how it is already? Or do you mean combining used assets into prefabs of sets?

#

oh wait. now i get it.

plush yew
#

Hey can anyone help me i got a question

#

Is there a place where i can find a group of people to work on a project online on here

#

How do i make a post

feral owl
#

Anyone else work using Perforce?

#

Ive used it for about 2 years now wonder if anyone ahs a different preference of source control?

#

I have heard good things

cloud cobalt
#

Perforce is much better suited to game development in a team

#

Git is much better suited to programming

#

There's a reason most developers run Perforce despite the cost

pseudo swift
#

If I keyframe a camera, is there any way I can tweak the path with bezier handles?

uneven fractal
#

all the other textures seem to have imported properly but the megascans albedos are converted into completly black on import

serene quiver
#

Is there a way to teleport the player to a blueprint actor rather than teleport them to specific cordinates?

dim plover
#

So, when going from Maya to Unreal, Unreal doesn't like groups?
In my case, there's a group that covers the entire skeleton and mesh, and fails to import into Unreal.

serene quiver
#

Cause I want to make say a "Teleport Entrance" actor and a "Teleport Exit" actor, but wouldn't I have to change the blueprint coordinates every time, which would mess with the other actors?

#

Or I could make copies for each induvial teleporter, but that seems inefficient

vernal thicket
#

Hey guys. looking for some help, been on it all day head is hurting lol. I'm trying to add some stuff in my Actor blueprints so that, similar to using a box trigger, when the player steps into the collision, if player presses interact key I can delete the actor etc. I figured using the sphere collision on the mesh, obviously you can On begin overlap - delete. But I want to like begin overlap and end overlap with a gate?

plush yew
#

btw i just started using UE4 like 5 days ago and im 13 so if there is lessons that are free on things can u guys maybe send some

pseudo swift
#

@plush yew what do you wanna learn?

plush yew
#

idk ive been doing landscapes a lot ive gotten really good at it and i didnt know where to go from here

vernal thicket
#

Landscapes is while very important, also a very small part of designing a game bud

tame bluff
#

How do you learn rig

vernal thicket
#

Obviously to start people would need to know what type of game you want to create, I'd recommend using Virtus Learning Hub on youtube for all your beginner learning stuff though, he teaches the basics and you can implement that into more complex things

#

That message was for Lyphen btw

plush yew
#

ok thx @vernal thicket

vernal thicket
#

np

tame bluff
#

I sorey

#

Sorry

plush yew
#

ive been going for more mission type kinda like GTA V kinda theme with a city or in a abandoned forest

vernal thicket
#

@plush yew I'd start by creating a simple game using tutorials first

plush yew
#

ok

vernal thicket
#

Anyone know how I can Begin overlap End overlap - Gate inside an actor??

plush yew
#

What does the noise do in the landscape editor

vernal thicket
#

@plush yew Select Sculp - Noise and find out haha

plush yew
#

i tried but it didnt work

vernal thicket
#

Turn the Tool Strength up, and the Noise Scale up

plush yew
#

it just like flattened the terrian

vague sable
#

It is under dev tools

cloud cobalt
#

They're in Svaed/Logs undere your project

frozen pond
#

how many is too many variables in one blueprint /

rustic magnet
#

is there somewhere I can read the license for using the megascan assets for unreal engine?

pseudo swift
#

(referring to the thin turqoise line in the img)

plush yew
#

why is it whenever i put a object from KiteDemo it always says Not Responding on the task manager

pseudo swift
#

i believe kite demo has huge assets

#

might be crashing your system

#

or taking a long time to load

#

maybe lack of ram

plush yew
#

its whenever i import a tree

sharp crest
#

for bps loading and saving upgrading the processor will help a lot?

swift spindle
#

@sharp crest what is your system ?

sharp crest
#

rtx 2080
i7-7600k
@swift spindle

scarlet birch
#

I have to know if the UI guy changed his name on his own or a mod did it.

#

Because if it was a mod, it's a thing of beauty.

vivid narwhal
#

oh god what has it changed to

sharp crest
#

lol what is it

pseudo swift
#

is there tricks for making camera loops in ue ?

swift spindle
#

@sharp crest really.. the only thing that will make a difference is your SSD / HDD at this point

sharp crest
#

well I tried

#

it seems to load at the same speed

#

maps loaded faster but bps didnt really have a difference

vivid narwhal
#

oooh I scrolled up lmao

swift spindle
#

@sharp crest BP's should really never take that long

#

even my old system of 7 years loads them mostly instantly

sharp crest
#

well Idk my engine is generally slow

#

I want it to be faster

#

maybe I will try working with a smaller map loaded

swift spindle
#

are you running it off the SSD ? is your cache a normal HDD ?

trim trail
#

hey, seems the only way to save console command settings (rtx commands in my case), is to either use level blueprint or write commands manually in project config file?

swift spindle
#

are you segmenting out your project ?

#

like... is it all one giant level or many sublevels

#

are you forcing it to load everything at once

sharp crest
#

well it's not rly related to the map

#

let me see

pseudo swift
#

@trim trail curious about what rtx commands you use ?`

trim trail
#

mostly just disabling some rtx features because they kill fps

#

like raytracing landscapes

sharp crest
#

I wonna know how I enable those

pseudo swift
#

haha thats what i was like

trim trail
#

theyre enabled by default if thats what youre asking

swift spindle
#

RTX stuff is not enabled by default at all

sharp crest
#

doesnt look very rtxy to me

#

I have an rtx just cause I wanted to buy an upgrade but didnt know which one

#

probably was a waste of money

pseudo swift
trim trail
#

global rtx perhaps, but if you enable it, seems at least most of rtx features are working

swift spindle
#

@sharp crest depends what your trying to do with things.... I don't consider it a waste and I've not really used it yet

#

but I will use it soon

sharp crest
#

Idk what I can do withj it

vivid narwhal
#

@pseudo swift can't you just start the camera from the initial position at the end of the track

trim trail
#

the point is, all i need currently, is rtx ao and/or reflections, rest I want to have disabled, which I do by commands or post process settings, wish it was simpler

swift spindle
#

@sharp crest learn 😉

pseudo swift
#

@vivid narwhal thats what im doing

sharp crest
#

that sounds boring

pseudo swift
#

@vivid narwhal unfortunately its not all thats needed to make it transition smooth

vivid narwhal
#

sounds like you have lead in/lead out time that's causing the issue

pseudo swift
#

i set that to linear in the curve editor

#

but its still not perfect

sharp crest
#

I'm bored why does deleting landscape components takes so long

#

all I want is a faster version of my map lul

swift spindle
#

your in the wrong field if you find all this boring

#

this work is very slow and itterative

pseudo swift
#

@vivid narwhal for e.x in AE you have bezier handles which you can tweak your path with etc.

sharp crest
#

dont worry me and you are gonna make it fun and fast after we figure out what I need to upgrade! @swift spindle

swift spindle
#

@sharp crest it's unlikely you actually need to upgrade any hardware

sharp crest
#

That sounds like I'm going to need to spend time on making it faster

swift spindle
#

Optimisation is what I do for a living...

sharp crest
#

how do I optimize my engine then

swift spindle
#

it's rarely the hardware as much as people make it out to be

sharp crest
#

well thats the ez solution

swift spindle
#

"never do something your good at for free" or you'll always be poor

sharp crest
#

lol

#

guess I'm gonna upgrade my processor

swift spindle
#

wont make a diff

sharp crest
#

cries

#

what do I need to upgrade then

swift spindle
#

nice answer.. your "skillz"

sharp crest
#

well I didnt program the engine

#

so

#

Idk how it's related to me

swift spindle
#

or your ram if your sitting on like 16gb

sharp crest
#

o

swift spindle
#

..... how much ram do u have...

sharp crest
#

good point it does say I'm using 98% of my ram rn

#

and it's gone red

#

k thx lol

#

well my pc is frozen fun

#

ok it's back

#

I have 16 I think

swift spindle
#

well shit son.... there's your problem

sharp crest
#

isnt it only an issue when the ram reaches max tho

#

cuz like now it's on 90% ram

swift spindle
#

no

sharp crest
#

and the editor is still stuck

swift spindle
#

your floored

sharp crest
#

ok I upgrade my ram then

#

worst case I sue you for my money back

#

😗

swift spindle
#

you could try

sharp crest
#

lol

swift spindle
#

and on that note... photography time!

sharp crest
#

send pics

swift spindle
vivid narwhal
#

why is your landscape so laggy? Are you using complex meshes?

sharp crest
#

hm dont think so it's on default settings

#

Idk big landscapes are always laggy for me at least lol

#

u pictured it Altermind?

#

nice I used to take photos with some shit camera someone gave me lol

swift spindle
#

yes.. my photos

grim ore
#

The recommended spec for the Editor for The boy and his kite is 24GB ram so yep, 16gb is no bueno

swift spindle
#

helps to train my eye

#

your editing boy and his kite demo ?

#

no wonder your system is crawling

sharp crest
#

wait no

#

lol

#

my own map

#

but well my point earlier was about bps

#

not map

swift spindle
#

more ram... goto shop and get it

sharp crest
#

but maybe it was slow because the map is loaded in the background

#

yes I will if it's still slow after I make my map smaller

#

I dont work on the map anymore so dont need it loaded

swift spindle
#

"devs on 32 gigs minimum"

sharp crest
#

ook I go get it it's black friday why not

ornate ice
#

Hey anybody knows why when calling get display name of a class it returns the class with a _C at the end?

sharp crest
#

because thats how it works?

#

just replace _C with empty

#

lol

#

no way someone is gonna revive this chat

blazing owl
#

Hi, what is the best suggestion for a project management software or website? Basically a place to easily log everything I do during the development of my project and schedule myself in an organised manner?

trim trail
#

best is super subjective there, test those, there are other similar softwares

sharp crest
#

I use Trello, and if you would like it more advanced then try Hacknplan
@blazing owl

vivid narwhal
#

used hacknplan at university. It was alright.

sharp crest
#

I tried it but Idk was too many options for me 😅 I just use Trello

blazing owl
#

I'll have a look at trello then thanks

#

I've heard that name before but forgot it. Will definitely check it out

vivid narwhal
#

multiple ways, depending on what you're trying to achieve

vague sable
lime kernel
#

Does epic even have an official UE discord? This one filling a gap?

sharp crest
#

na this is the most popular one

#

I think there are devs here tho

normal burrow
#

this is the official discord for unreal engine

sharp crest
#

Idk if this is official

normal burrow
#

but its not the official unreal engine discord

sharp crest
#

lol

normal burrow
#

its an offical discord partner, but its not ran by epic. if epic has a discord, i don't believe its public

sharp crest
#

is there going to be a black friday marketplace sale? 👀

vague sable
#

anyone who know is not allowed to say!

sharp crest
#

ye rip

serene quiver
#

How would I make the player teleport to an actor class rather than to specific coordinates?

weary basalt
#

This Discord is not officially recognised by Epic. It is a community ran Server for all things Unreal Engine.

serene quiver
#

Like touching a teleporter entrance takes you to a teleporter exit rather than teleporting you to specific coordinates, this way you don't have to change the blueprint each time which would mess with other levels

cosmic veldt
#

I learned about it from Epic launcher how it's not officially recognised?

normal burrow
#

its only officially recognized as an official discord partner, its not officially recognized as an entity of epic thus its recognition is unclear.

weary basalt
#

In the capacity that it is a public entity operated by Epic it is not recognised this way.

normal burrow
#

yep, they just recognize it and refer people to it.

#

they don't run an official unreal engine discord yea?

lime kernel
#

Couldn't find it I found this one. That's fine, I was just curious as Unity official came right up.

normal burrow
#

yea, unity has mind control there

weary basalt
#

There is no official Unreal Engine discord ran by Epic, no.

lime kernel
#

Thanks for feedback.

weary basalt
#

They have plenty of public channels for which you can reach them through on other platforms though.

normal burrow
#

lol, its kinda funny cause you pretty much can reach them here though. they just accept no ownership

weary basalt
#

You can reach them here, though you are usually directed to their official channels anyway.

normal burrow
#

outside of discord yea?

weary basalt
#

Typically yes, unless a CM directly answers the question for you via Discord.

normal burrow
#

cool

lime kernel
#

I bought a couple Humble bundles to get started with courses on each engine. Started GameMaker (a bit pricey), tried Godot but it lacked support, tried Pixel Game Maker MV demo = nice but not quite there yet, so I'm looking into Unity and UE4 now.

normal burrow
#

would advise caution with unity, its a bit of quick sand

weary basalt
#

Your better off choosing the right tool for the job.

lime kernel
#

I like how UE4 has all the templates.

weary basalt
#

UE4 is great for FPS games for example, it lacks support for 2D games though, 2D is where Unity shines.

#

I would not make a 2D game in UE4.

trim trail
#

how does it shine?

normal burrow
#

yea, but 2.5d ue4

weary basalt
#

In context of UE4 vs Unity, Unity outshines UE4 for 2D

normal burrow
#

it has photoshop style layer filters and lots more for 2d tonpix

#

like very specific 2d things

#

even though its unity3d, unity3d, its better at 2d

trim trail
#

yeah, but i wanted to hear some specific examples

lime kernel
#

I was trying to get a simple 2D game going first. I eventually want a 3rd person in 3D. Still trying to get coding skills in order.

normal burrow
#

stuff like 2d lighting

#

nothing unreal can't do, but it would take considerable time to do all this yourself

#

problem with unity is, you have to be an expert with c# to not result in something barely playable

#

and i don't mean early prototypes

trim trail
#

ty for video, will check

lime kernel
#

Both use c# as primary scripting language correct?

trim trail
#

i heard also unity has more customization/scripting for shaders than ue4?

normal burrow
#

no, and this should make you happy, c# is not good

#

doubt it tonpix, unreal beat unity to the punch with graph materials by years

#

but i quit using unity before that was a thing

weary basalt
#

@lime kernel Unreal uses C++ and/or Blueprints

normal burrow
#

gamedev in training, blueprints / visual scripting is the scripting

#

yea that

lime kernel
#

blueprints = visual scripting?

normal burrow
#

C++ is really not something you'll have to use though, if that sounds too scary

trim trail
#

there are some games in unity those 3d graphics felt very polished/customized, namely Inside and Last Night

normal burrow
#

sigh kind of gamedev in training.

#

blueprints means lots of things

#

in unreal

#

but yea afaik thats what they refer to the visual language now, used to be 'kismet'

weary basalt
#

Its display name is Blueprint, its called Kismet2.

#

🙂

trim trail
#

for example, Inside had some really nice fog effects that can't be achieved in ue4 out of box, there were some custom sahders if i remember tech talk

normal burrow
#

blueprints are also types, and they are also kinda prefabs, and they are also levels, and the can drive animation but they aren't the same. materials are visual scripting but they aren't blueprints

#

still getting used to this keyboard

lime kernel
#

Hmm, sounds challenging. I better dig in on some of those courses I purchased. 😄

normal burrow
#

its one of those things where, you have to put time into understanding little peices of it in, and eventually it all comes amass and makes sense

#

theres not really a good way to explain it without confusing someone

#

due to it actually being confusing

lime kernel
#

ok

normal burrow
#

but its not difficult in the long run or meantime

#

which is the good part

weary basalt
#

It wont happen overnight though. You need to work at it and in time your skills will come together.

normal burrow
#

absolutely, takes months

abstract relic
#

Quite literally nothing will happen overnight. Regardless of which route you choose

lime kernel
#

I agree, it took me time to do anything in each game engine I've tried.

sharp hazel
#

How do you tell the size of a mesh in the scene? If I drop in a mesh and I want it to be 200 units wide, how can I achieve that?

serene quiver
#

Hey, I'm trying to do something fairly complicated and don't want to flood the chat with my stupidity, can someone dm me?

sharp crest
#

@sharp hazel when you hover a mesh in the content browser it will tell you the units

#

then you can multiply the scale when you place it in the level

#

@serene quiver doubt anyone is going to do that, just post and whoever can and feels like helping will do so

sharp hazel
#

@sharp crest Thanks. No easy way to set it on items in the scene?

sharp crest
#

nope only the scaling thing

serene quiver
#

Ok so I want to do atm is pretty complicated so I'll make it simple for now and then add onto it later. So I have an actor class named "GrappleBlock", for now, let's make it launch you upwards just since thats easy to test. It's collision box is larger than the mesh itself, but whenever I put onbeginoverlap it doesn't seem to do anything?

#

Ok well I got it working for now actually

#

Ok so let's move it to the next step, how could I make it speed up the players momentum, only whilst they're inside it's collision box?

normal burrow
#

define momentum

serene quiver
#

The players max speed whilst walking or in the air

#

Or if its more simple for now we could just increase the players max walking speed

normal burrow
#

ya, that then

#

would be on the character movement component

serene quiver
#

But wouldn't editing that edit the characters movement at all times?

vivid narwhal
#

so the first thing you wanna do is store the default movement value.

Then make a variable for movement increase,
And every second the pawn spends in the overlap volume, increase the current value by your addition value

serene quiver
#

Would I make that value in the thirdpersoncharacter or the blocks blueprint?

vivid narwhal
#

the defautl value would be in the character bp

serene quiver
#

So how would I put the character coming into collision with the block in the characters bp?

vivid narwhal
#

you wouldn't

#

the block would either be in the level bp or it's own bp.
And from there you'd cast overlappingactors to mycharacterbp

serene quiver
#

Yeah it is it's own bp since it's going to be used multiple times

vivid narwhal
#

yeah you're going to want to cast

serene quiver
#

Ok gotcha

#

So the variable for increasing movement speed will be an integer, right?

vivid narwhal
#

or a float. Depending if you want to use decimals or not.

serene quiver
#

Gotcha

lavish quarry
#

Hey , If anyone knows, I was wondering if you could render things out of unreal engine similar to something like 3ds max and vray

#

i know vray has a plugin for unreal but, i was trying to doing it without buying more stuff lol

serene quiver
#

Hmm, there doesn't seem to be a way to increase speed by one with this...

#

It doesn't show the integer + integer

dense gate
#

Is there a setting that breaks masked materials to be black instead of transparent?

abstract relic
#

Nope

vivid narwhal
serene quiver
#

Thank you! I would've never guessed this on my own haha

vivid narwhal
#

note: I haven't actually tested that

serene quiver
#

Lemme put it down and I'll tell you if it does or doesn't

vague sable
#

are there tools to visualize what scenes will look like on older dx versions lower than 11?

abstract relic
#

Without anything to reset the speed, prepare for a ride 😜

serene quiver
#

I can't seem to get the looper?

vivid narwhal
#

it's a timeline

serene quiver
#

Ah

vivid narwhal
#

yeah @abstract relic that's why I said you also gotta store the default speed somewhere 😛

serene quiver
#

Um, how exactly do I store the default speed?

abstract relic
#

Just make a float variable

uneven fractal
#

in a variable

vague sable
serene quiver
#

Should I store it in the character bp or the block bp?

vivid narwhal
#

I'd store it in the character tbh. I'd go either on a construction script or eventbeginplay depending on how I'm feeling, getting the movement value and setting that to a varaible

abstract relic
#

I wouldn’t even use the construct script. You’re hardcoding at that point.

serene quiver
#

Also @vivid narwhal what's that under the timeline? If I search up target I get nothing

manic pawn
#

dx10 support has been deprecated in 4.23

#

so it won't matter what it would look like

abstract relic
#

Target is reference

vague sable
#

@manic pawn good to know

strong mesa
#

Can someone tell me about construction scripts, and examples of what they can do that the Graph can't

serene quiver
vivid narwhal
#

if you drag off the cast and type max speed it'll add that character movement component target thing automatically = )

open eagle
#

Should my variables such as PlayerName be set as replicated for my playerState in a multiplayer game?

normal burrow
#

yea make it easy on yourself with variables, just add normalSpeed and fastSpeed floats or something to the character

serene quiver
#

And then where do I get the increaser?

abstract relic
#

That’s also a variable

vivid narwhal
#

that's just a variable I added, set to "1"

#

it might be a nice idea to take a minute or two to learn what colour the common variables corrospond to

normal burrow
#

like hightide said yea, add variables. one for normal speed for fast speed. set the movement components max walk speed to one of these based on if your in the volume or not

serene quiver
#

I also don't get the target out of the set max walk speed?

vivid narwhal
#

you dragging off the blue dot on the cast node?

serene quiver
normal burrow
#

can't read that

serene quiver
#

Oh yeah I also added the timeline finished thing

normal burrow
#

but shouldn't be mutliplying anything. have two floats

vivid narwhal
#

he wants it so the longer you spend, the bigger the increase, as opposed to just swapping two floats

normal burrow
#

would still start by having two floats unless you actually want no upper limit

#

then prepare for ride yes lol

abstract relic
#

Trial by fire Pat

vivid narwhal
#

I don't want to give all the answers, rather push them firmly in a direction of discovery

serene quiver
#

Thank you for that actually, I learn way more from figuring out myself than just being told the answer! I actually super appreciate that!

#

That message comes off super sarcastic but trust me its not

vivid narwhal
#

^-^

normal burrow
#

theres no best way to do anything yea

serene quiver
#

But uhhhh, I can't seem to find out how to put a target with the set

vivid narwhal
#

how's your timeline set up? did you double click it?

serene quiver
#

Oh no I just put down a timeline

normal burrow
vivid narwhal
#

okay.

So before you double click it, look at the exec exit nodes. you've got "finished" and "update" but if you double click it, you can set stuff like looping, length, etc. Timelines are one of my favourite things outside of Interfaces but they're just one of many solutions here

normal burrow
#

where instead of current you just use the current max walk speed. and instead fo target you use one of the two floats

serene quiver
#

Alright so I got the timeline chart up, but is there anything I should do with it? I turned on looping cause I'm assuming that'll deal with being inside the block

vivid narwhal
#

sec booting up the editor to make sure I don't give the wrong advice here