#ue4-general

1 messages · Page 582 of 1

vivid narwhal
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yeah as I suspected. "Finished" doesn't trigger because it's looping

serene quiver
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So should I change finished to update?

vivid narwhal
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if it's looping it'll never finish.
But if you stick a delay in and set the delay duration to how often you want to increase the speed, that -should- work

dim plover
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Maybe you just want to use a looping Timer instead.

vivid narwhal
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yeah a looping timer would work too

serene quiver
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Hmmm, this doesn't seem to be working for me

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Like I know I'm missing the target in set but

normal burrow
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see GetModifiedMaxSpeed?

serene quiver
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Yep

normal burrow
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the blue line going to it

serene quiver
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Mhm

normal burrow
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from Character Movement, drag that out and when you let go look for things like Set Max Walk Speed

vivid narwhal
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Get modified speed seems like the wrong thing

serene quiver
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Ah I got it!

normal burrow
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pushing too firmly jack

vivid narwhal
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When you get this working I'd like for you to do it again with a looping timer instead so you can learn both ways

serene quiver
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Hmmmm, it doesn't seem to be increasing though?

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Something to do with modified max speed I'm assuming?

vivid narwhal
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If I'm running at a speed of say 2000 and I'm increasing my speed by 1 every second, how long would it take me to feel the effect?

serene quiver
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That's true

scarlet birch
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That's a nasty way to do that. It'd be better to increase it scaled by delta every tic rather than all at once every second.

vivid narwhal
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You might want to check your maths first to see if that's working. Or use a print string node to debug

serene quiver
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Hmmm, I put the delay on 0.0000001 seconds to feel the affect sooner just to test and still seems like nothing

vivid narwhal
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Stick a print string after Set and drag the green float node into the actual string (pink)

serene quiver
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I changed modified max speed to just get max speed

mossy nymph
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that Delay resets each time exec passes through it

scarlet birch
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Delays don't work that way

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Timers do

serene quiver
vivid narwhal
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From max walk speed

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Then run it to see if the numbers on your screen change. If they're the same something has gone wrong

vague sable
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mesh distance fields are super cool

serene quiver
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Yeah they keep saying 600

uneven fractal
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well I implemented megascans into my landscape that sure is a lot of shaders

vivid narwhal
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Its max walk speed + increaser right?

scarlet birch
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Rather than cast, if it only effects the player then set the trigger volume to only overlap the player in its collision settings

serene quiver
vivid narwhal
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What's the increase value

serene quiver
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Clicking on it does nothing?

vivid narwhal
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Click on it and look at the details panel (default right side of UI)

serene quiver
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Yeah theres nothing in details

vivid narwhal
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Not the +, the actual variable you made

ancient crown
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Since upgrading from 4.22 to 4.23, we are no longer able to select Build Lighting Only on any of our levels. The button is grayed out and says This action is not available while Play in Editor is active, or when previewing less than Shader Model 5, although neither of those conditions are true and it is still unavailable. Also, all levels throw a WorldSettings_0 Duplicate level info warning. Has anyone else experienced either of these things or know how to fix it?

serene quiver
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Ooooooooooh 😂

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Sorry for being depressingly stupid with this stuff haha

vivid narwhal
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Also I'm not sure if Max Speed and Max Walk Speed are the same thing. It's likely they're different

serene quiver
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Ok the numbers are increasing!

scarlet birch
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Do that. Set the timer interval to something small on overlap, set it to 0 when it should stop

serene quiver
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They seem to be moving faster as well!

vivid narwhal
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Brilliant. Now do it all again with a timer instead so you can learn both ways

serene quiver
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timer as in timeline but with no delay?

vivid narwhal
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Nope! What Mike posted

serene quiver
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Ah gotcha

scarlet birch
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Don't use delta time as a scalar with timers because they will catch up if the tic interval is longer than the timer interval

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and/or vice versa. It's late, I'm low on caffeine

serene quiver
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I'll save that for tomorrow, I'm very tired atm. Thanks to all of you for being such a big help!

vivid narwhal
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Timers are way more powerful imo but they deal with stuff like custom events and event delegates. You're going to need to learn them eventually but don't worry if you struggle at first

serene quiver
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Gotcha

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Seriously though, thank you guys for being patient enough to deal with me hahahaha

plush thicket
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and the shading is all messed up, anyone know why?

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shading / materials are supposed to look like this

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but im not sure what's going on

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maybe a setting for export in Blender is wrong or something?

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I'm doing File > Import Into Level...

pseudo swift
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can anyone refresh my mind what the hotkey for not selecting smoke/transparent material is ?

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i keep selecting particles in my viewport

plush thicket
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@pseudo swift Under settings there's a drop down for "Allow Translucent Selection" if that's what you're looking for?

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There's definitely a hotkey for it, but not sure what it is

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if you hold CTRL+ALT over it it might tell you the hotkey

pseudo swift
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which settings do u mean?

plush thicket
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hmm wait

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nvm that's something else

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yeah sorry idk

pseudo swift
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np

plush thicket
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oh nvm found it! @pseudo swift

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not sure if that's what you're looking for

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but if it is

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then there ya go

pseudo swift
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ooff

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could be interesting to check out

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thanks!!

plush thicket
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you have to set a hotkey

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lmk if it works

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np np

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does anyone here know how to fix "nearly zero normals" and "nearly zero bi-normals" FBX import error? (from Blender)

pseudo swift
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did you check your normals in blender? XD

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haha i had already set a keybind for that translucent settings, just forgot about it! thanks for reminding me i had it

plush thicket
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yup

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normals are normal haha

uneven fractal
swift spindle
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means you messed up somewhere in the landscape material or you forgot to assign it 😉

glacial lantern
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Hey, my friend and I have linked our project through One Drive, what happens if we both work on it at the same time?

swift spindle
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I'd not suggest using onedrive or any drive sharing tools... as it'll upload a lot of unnessesary stuff like the saved / intermediate folders

uneven fractal
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there is no errors in the landscape material and it's assigned

swift spindle
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and if you both work on same files at same time.. your going to get issues with one being saved to first then not updated

glacial lantern
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How could we better share our project?

swift spindle
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there most likely is errors.. they just all don't show up in the material editor

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you want a proper git setup.. or perforce or svn

glacial lantern
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I'll look at it thanks

uneven fractal
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that seems like a big defect that the material editor doesn't show errors....

swift spindle
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I would recomend perforce

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it's not really.. just landscapes are awkward

main chasm
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Does anyone know why the shadows are doing this?

swift spindle
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lightmap resolution / wrong lods

main chasm
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I'm not sure how to fix that

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Do I need to adjust my UV map in blender or is it something in UE4?

swift spindle
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it could also be overlapping UVs

main chasm
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I'm not getting any warnings about it.

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This is the blocks UV map

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The lit up part is the trim on the bottom of the wall

swift spindle
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maybe it's your tile

main chasm
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So should I use a different material?

swift spindle
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easy enuf to test with a different texture

uneven fractal
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so it seems the problem was the editor was giving a sample type warning and I fixed it by setting the correct sample types but the stupid engine didn't actually want the correct sample types and gave no errors

pale forge
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Hey guys... I have character that I made, and retargeted the skeleton to work with UE4 animations. But for some reason when I crouch, he seems to be stuck on the top of the collision capsule. Any ideas what could be causing this?

ripe saffron
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you need to resize your collision capsule when he crouches

pale forge
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I know that would seem like it... but it's not. for some reason he floats right on top of it.

uneven fractal
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seems the megascans textures have weird settings that makes them not work

ripe saffron
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I guess it has to do with your root position then .... I would just offset the skelemesh as well as shrink the capsule

pale forge
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Is there any way a retargeted skeleton can brake like this?

uneven fractal
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how do I convert megascans stuff into regular colors instead of linear colors

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my landscape really doesn't like linear colors

abstract relic
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Enable sRGB in the texture

uneven fractal
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does that work on linear color normals?

abstract relic
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Your sample type should be Normal

uneven fractal
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that gives a warning

abstract relic
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Warning: your nromal map are now normals 😛

uneven fractal
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because their actual format is linear color

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placing them in the material window makes the sampler type linear color by default

ripe saffron
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works fine for me

abstract relic
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They need to be compressed as normal map and use the correct sample type

uneven fractal
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that made the normal map a lot darker

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is that fine?

plush yew
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Hmmm
Any good video out there teaching how to get good lighting out of UE4?
I'd rather not read a list of things

ripe saffron
abstract relic
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yep, the node will look darker

uneven fractal
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in other news I've reached 5000 shaders compiling

abstract relic
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Please don't tell me you change diffuse texture compression to Normalmap 😛

uneven fractal
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no

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I changed it to default

abstract relic
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thank god

uneven fractal
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I changed the normal map to a normal map

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why is quixel using this non-standard stuff anyways

ripe saffron
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It pretty much worked out of the box for me .... I dont use their shaders but they seemed to work fine

uneven fractal
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the stuff works great for everything but my landscape

ripe saffron
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your landscape has normals?

uneven fractal
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if I have the textures sampled as "color" it gives an error to use linear color instead but if I use linear color the landscape doesn't render

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turning it from hdr to default and hdr to normal for normal map fixed those two issues but the base colors are nearly black now

ripe saffron
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by default their shader has sRGB on diffuse checked

uneven fractal
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mine came as hdr with srgb unchecked by default

ripe saffron
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so you are using 32/16 bit for diffuse ?

abstract relic
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You didn't change sampler type

ripe saffron
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maybe export your texture in a different format

uneven fractal
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the sample type on the texture parameter node right?

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well I can't give more information now because when I tried to save while compiling 5000 shaders the engine had an aneurysm and has frozen for the time being

ripe saffron
uneven fractal
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yeah thats what I have

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it started off as hdr in the compression settings though

ripe saffron
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your texture is exr ?

uneven fractal
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some were png and some were exr

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a few of them became red tinted when I enabled exr on them so I made those png

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but the base colors import completly black if I use jpeg for them so those are exr

normal burrow
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Where do the exr files come from?

ripe saffron
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personally I would only use exr for lighting or displacement .

uneven fractal
ripe saffron
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try jpeg or another 8 bit format albedo and normals

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I think exr export is always in linear space ... so you would want to use linear color and uncheck sRGB

abstract relic
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Normal should be jpeg too

ripe saffron
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i find png's can also be a bit funky with color space sometimes

abstract relic
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Displacement should be Jpeg + EXR. Everything else for basic ue4 export should be set to jpeg

fervent sigil
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Can someone check his ue4 default mannequin size? When looking at the mesh editor, approx size says 277x73x283 (hence 283 height).
Looking online though many places says you can use it for comparison on scaling, since the default is 180 uu = 180cm = 1.8m.

abstract relic
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~1.8m yes

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technically 1.8253m

uneven fractal
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alright I think I fixed all the textures

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I'll report back in 30 minutes when the shaders finish compiling

ripe saffron
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good luck!

uneven fractal
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I find it rather ironic that complex code takes milliseconds to compile while shaders take ages

fervent sigil
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@abstract relic how did you measure it? did you look at the mesh editor and looked at aprpox size? what are your dimensions if so?

ripe saffron
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one thing that sped up my shader compile times massively was disabling windows realtime virus protection ...thanks windows, great!!

uneven fractal
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windows defender?

plush yew
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Am I the only one that doesnt have Windows Defender causing slowdowns like that?

ripe saffron
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yeah ... I have no idea why

plush yew
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Realtime protection is on all the time, yet it never slowed me down

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Then again, SSD harddrive does wonders.

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Maybe.
Not sure actually. But I have no issue.

ripe saffron
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yeah I have a samsung nvme 970 evo

abstract relic
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mesh editor. Import dim was 1.58882m, 1.56671m, 1.82281m

ripe saffron
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I changed my system and had to "upgrade" to windows 10. Its been nothing but a pain in the arse for the last year plus. I have a near daily, once a day freeze which I have never been able to get rid of.

fervent sigil
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where do you see "Import dim" ?

glacial lantern
dim plover
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It flips the bool. If true, it outputs false; if false, output true.

glacial lantern
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Okay sweet, thought it was that

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How do I get it?

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The person didn't say what it's name was or anything

dim plover
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Drag a bool wire, right click, type "not" in to the search.

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Or uncheck "context sensitive", and type "not", and see if it appears in the results.

glacial lantern
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Think I got it thanks

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couldn't find it in the list of all the things with "not" in it xD

brave salmon
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nice tool

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-loadtimetrace causes it

glacial lantern
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This keeps calling on the next function (Automatic fire) and I can't tell why

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No matter if the boolean is ticked or not.

fervent sigil
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Don't connect the end of the set to that branch; use another node, a get for the variable

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The result of set is only available once the set is done, which is only available when the X was pressed.When the Start Shoot event is called, and the branch is executed, that boolean will always have it's default value - hence false.

glacial lantern
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I'm an idiot xD

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I was just messing around with that as you sent the message

fervent sigil
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nah it's ok, I can understand why you thought that would work

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we live and learn 🙂

quartz nymph
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Hey all,
I need to merge two scenes together in UE4, but they were built at different scales.
What's the best/easiest/fastest way of doing this? Basically, how can I globally resize things to the correct scale?

wary wave
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With difficulty

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The editor doesn't really have a tool for that

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There may be a third party extension that can do it, but I have not seen such a thing

main chasm
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Hiya. I posted a while ago asking about how to fix some of the issues I was having with lighting in a modular room

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For anyone else with the same question I was able to fix it by getting rid of the mesh on the model that leads into the other blocks

radiant haven
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IS someone experienced with landscape and Huge maps?

oblique tangle
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Any1 know how I can replicate this in UE4? The player enters an area near the vent triggering it open but I have no clue what happens next with the camera

wary birch
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Guys, does the stream maths for artists was interesting?

sudden agate
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@oblique tangle looks like a simple camera transform interpolation

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you can replicate it with "SetViewTargetWithBlend"

oblique tangle
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@sudden agate Can you set it to interp to that set camera when something like a box trigger is 'triggered'?

regal mulch
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Yes

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ViewTarget is basically the Actor the "Camera" bases its View on. Then it further offsets the view by any active CameraComponent on that Actor.

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So your Pawn can be a ViewTarget even without the CameraComponent, however then it would be in the middle of the actor of course.
So you can place a CameraActor on that Building and in the LevelBlueprint reference the CameraActor, as well as a BoxTrigger that sits in the vent.
If you overlap the trigger you can set the ViewTarget to the CameraActor.

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It will automatically nicely blend over to it.

plush thicket
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does anyone know how to make this capsule on the PhysicsAsset editor collide with the cloth?

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trying to get this figured out

zealous cloak
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whats the best way to have a fluid that fills a pool or so?

oblique tangle
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@sudden agate @regal mulch Works perfectly, cheers!

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Is the fade out effect seen in the gif something that could be achieved with a sequence?

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And then I'm guessing once the scene fades out you could make it load into a new level?

sudden agate
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You can fade out the Camera with the PlayerCameraManager

frank pendant
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Hello, do you guys know how I can go back to an old save? Where does Unreal keep its autosave? Because I've found saves for each blueprints but not for the full game.

oblique tangle
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@sudden agate Could you set a delay for the duration of the fade then load another level

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Or is that not necessary

mellow phoenix
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Hi all

plush yew
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I want onbeginoverlap to change a boolean value in my behavior tree, how do i do this?

honest vale
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in actor's BP graph add an event that gets called on OnBeginOverlap

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and then fetch the blackboard from the controller and set the bool to whatever you want

zealous cloak
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i would need help with fluids. For example filling a glas of wine with a bottle (VR)

opal berry
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guys

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if I have realistic trees

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should I be using static or dynamic lighting for them?

honest vale
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dynamic, otherwise lightmaps will balloon memory usage

opal berry
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but if its dynamic it will also be very heavy on the GPU

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or am I wrong?

honest vale
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heavier than with static lighting

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that doesn't mean it's gonna be too slow to render

opal berry
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by default If I place a tree in the scene and have my light source on stationary, and sky light on static and the tree on static and bake lighting, the shadows look like blobs and are not even half accurate

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give me a sec I will send a screenshot

digital anchor
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you have already been told its the lightmap resolution of the recieving mesh

deep grotto
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@zealous cloak water physics are quite complicated and you'd probably be better off making some sort of simplification for your purposes. What are you trying to do?

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If it's just a pool you could have a cube that rises with a water texture

zealous cloak
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@deep grotto yep i would need help with that. always open for easy solution

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it's like filling a cup with water

deep grotto
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For VR where I assume you can empty the cup?

zealous cloak
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yep exactly

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like in job simulator

fervent sigil
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I read online I should set the mapping scale on a Lansdcape Coordinate node to my landscape resolution.
What does the "Landscape resolution" mean exactly? The "Overall resolution" ?

plush thicket
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physics asset isn't reacting to cloth

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how would I fix this?

zealous cloak
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i have an object with a niagara- emitter and when i rotate it it spills the particles

dim dragon
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Local space it?

plush yew
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broken?

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can someone try this in 4.21

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i remember i was using something like this and it was working

dim merlin
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Hi guys, so anyone knows it possible to 'link' two terrains together to sculpt edges at once?

supple totem
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I think that was shown in one or the epic landscape live trainings

plush thicket
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bruh

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why the HELL

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are all my mesh previews suddenly SO scaled down

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wtf

plush yew
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@honest vale i do that but i get Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue"

fervent sigil
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@supple totem was thatanswer to me? If so, any chance you can link me to the specific training? (and possible specific time)

supple totem
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yes for you, sorry don't have time :?

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in general if you are working w/ landscapes the vids are good to watch

near cipher
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The alpha on the default texture is showing correctly, but when i import my own texture and check the alpha it doesn't show anything in alpha. Why and how can i fix this because the normal map also not effecting on texture.

plush thicket
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can someone actually answer my question please

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does anyone know why the viewport is so zoomed out

sudden agate
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@near cipher Default Compression doenst have Alpha Channel

fervent sigil
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@supple totem I'm aware and saw some, but they are many and long. Please do so at some point that you do have time, since I feel a bit lost. I'll try to find it in one of the videos in the meantime though.

lilac wedge
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For some reason im getting this error. LogLinker: Warning: The file 'D:/Documents/Content/UI/Intro.uasset' contains unrecognizable data, check that it is of the expected type.

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Ive been using this project every day and it has been fine and for some reason the umg is now missing and giving this error

plush thicket
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if you're trying to import .uasset files into Unreal, don't drag and drop

lilac wedge
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the engine has gotten rid of the asset by itself

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it shows up in file explorer but not the engine

plush thicket
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reimport it

lilac wedge
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.uassets dont show up when i try and reimport

plush thicket
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try renaming the .uasset file in your windows file explorer and then dragging it into the project (not drag into ue)

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but drag into the file explorer directory of the project

lilac wedge
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nope

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doesnt show up in ue4

plush thicket
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you just said it shows up in file explorer

lilac wedge
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wtf how can ue just corrupt a file like that? Thats 2 months of work gone if i cant recover :/

plush thicket
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go to file explorer, make a copy of it, and drag it into the file explorer directory of your game

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and then it should (probably) show up

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if it's not, then it's corrupted

lilac wedge
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rip

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not working

plush thicket
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do you happen to use an antivirus program?

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maybe an antivirus is false flagging it and just straight up deleting it

lilac wedge
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no antivirus

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and the files still there

plush thicket
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also remember that CTRL+S doesn't save everything

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CTRL+S saves the level only, the world only

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CTRL+SHIFT+S saves files + level (all)

lilac wedge
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but my project layout was set to default and one varible was missing when i opend up the project i

plush thicket
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@lilac wedge if you have the .uasset file in the file explorer then it's not "gone"

lilac wedge
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i do

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but i can import and it says contains unrecognizable data, check that it is of the expected type.

plush thicket
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how are you importing it?

oblique tangle
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Anyone know if its possible to make a UI widget disappear in the level BP?

lilac wedge
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@oblique tangle remove from parent

near cipher
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why the download option is disable? when hit the little arrow and click the unreal engine from drop down menu nothing happen.

plush thicket
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@near cipher go to the "Library" tab and press this

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you don't have the engine installed yet from what I see

oblique tangle
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@lilac wedge what do I connect to the target of the remove from parent node?

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Actually don't worry, just used the remove all widgets node instead

lilac wedge
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@oblique tangle I wouldn't use remove all widgets as you may want to add other widgets later on and itll cause problems

oblique tangle
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So for this, where I'm going to load into a new level

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Would the remove all widgets in the level blueprint here

wary birch
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That’s super cool!

oblique tangle
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Interfere at all with the new level

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I would assume it wouldn't since they r separate levels

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hence separate level bps

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Cheers (: @wary birch

near cipher
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@plush thicket Thank you

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what if i uncheck these all Target Plateforms, does it work for window?

honest vale
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can anyone else log in?

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to forums that is

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I guess it's the same as EGS and other epic infra

fierce forge
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hello , how i can rotate a bone from mesh in event graph ?

oblique tangle
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Anyone know how I can make it so when I load into a new level I have a new character

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i.e the default third person character

plain bluff
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Hello,guys.Who saw this Epic's post on their roadmap for UE versions ? Will be very cool,if they will implement Volumetric Clouds like True Sky .
https://trello.com/c/wDMUUwFF/485-atmosphere-volumetrics-sky-and-atmosphere-rendering

Effort to upgrade and unify existing sky and atmosphere rendering techniques, which will be scalable from mobile to the high end. It will deliver novel atmosphere scattering model and sky component which unifies sun, fog and atmosphere settings. Volumetric cloud rendering is ...

Labels

Rendering

plush yew
#

Guys, what entity would you derive a client class (that calls some server's API?) from? I want to place it in a blue print. I think AActor would be best, but not sure.

honest vale
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@plain bluff see video at the timestamp

plain bluff
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@honest vale they implemented it yet ?!?!

honest vale
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I don't think there's an out of box volumetric sky but you can make it if you want

fierce forge
#

hello , how i can rotate a bone from mesh in event graph ?

plain bluff
#

Guys,screen space GI is workin without RTX in 4.24 version or not ?

fervent sigil
#

@ancient crown I'm now facing the same issue about the build lighting only. Did you solve it? If so, how?

supple vault
#

@fierce forge I think you are looking for this? https://docs.unrealengine.com/en-US/Engine/Animation/NodeReference/SkeletalControls/TransformBone/index.html (not sure ...)


I'm a little turned around on where I should be trying to encode some "startup" logic. Trying to create a really basic / simple (read: functional, dont care if it's pretty ... xD) way to

  1. If "VR Preview" play button hit, select VRPawn
  2. Otherwise, select ThirdPersonPawn

I was trying to hack this into GameMode but the log messages I'm putting out get dumped to console while the project is compiling (not during execution). So setting DefaultPawnClass seems incorrect... is there a "right place" for this setup to get done?

fierce forge
#

man i said in event graph no in anim graph

supple vault
#

sorry (I'm new 😦 )

fierce forge
#

you didn't read well

supple vault
#

i didn't know there was a distinction :/

vernal thicket
#

Anyone know how to do a Input - Event Begin overlap-Event overlap - Gate situation in an actor blueprint? I want my character to pick it up without having to go into my character blueprint

solid sierra
#

how can I change my integer to a name so I can use it in open level?

opal berry
#

does anyone here play PUBG if yes do you know how they do their shadows because they dont move or anything but they look good

#

unlike static shadows by default

cloud cobalt
#

Don't they have dynamic lighting ?

#

You should be able to get perfect lighting with static, tbh

#

Just takes more work

opal berry
#

@cloud cobalt u sure about that?

cloud cobalt
#

Sure about which part ?

opal berry
#

Good shadows and lighting

cloud cobalt
#

Then yeah, I'm sure

#

Static lighting is much better than dynamic

opal berry
#

For some reason I don't get good shadows and lighting

#

Give me 2 mins and I will send a screenshot

cloud cobalt
#

The reason is probably bad lightmap UVs

opal berry
#

Do u know the environment set pack from the market place

maiden sundial
#

When can we do this in UE notlikethis

if(int x{}; x == 0)
{

}
opal berry
#

I will use the trees from it as an example

cloud cobalt
#

Trees are a bad fit for static lighting though

#

@maiden sundial What's that supposed to mean ?

opal berry
#

So should I use dynamic lighting for trees

maiden sundial
#

Creating a var inside of a if condition

#

Came with the modern C++

opal berry
#

What I am afraid of is that having to much trees that are dynamic and the performance drops alot

cloud cobalt
#

UE4 has the latest supported C++ standard already so

#

@opal berry I mean, tree moves, usually

maiden sundial
#

And it's not working

cloud cobalt
#

Which standard version is this from ?

maiden sundial
#

C++17

cloud cobalt
#

Yeah, no one supports that for real though

#

You can enable it experimentally IIRC but compilers don't support it well

#

@opal berry If your trees move then you just need dynamic. If not, you need clean lightmap UVs and shadows will be fine

opal berry
#

Do u know the "Environment Set" pack from the marketplace?

cloud cobalt
#

No

#

@maiden sundial UE4 supports telling the compiler to run in C++17, as of 4.22

#

CppStandardVersion.Cpp17 in .target.cs

opal berry
#

I'd they leaves shake to make a realistic look, is that considered moving?

maiden sundial
#

Now i'm slightly confused what you are trying to tell me 😅

cloud cobalt
#

I mean, that's on you to decide @opal berry . Do the shadows need to move ?

#

If not, feel free to use static

opal berry
#

No they don't but even then they look like blobs

cloud cobalt
#

So what does it look like ?

#

@maiden sundial I told you how to configure UE4 so that Visual builds C++17

#

Probably need VS2019 etc

maiden sundial
#

So my Target.cs looks like this

using UnrealBuildTool;
using System.Collections.Generic;

public class WaveFighterTarget : TargetRules
{
    public WaveFighterTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;
        ExtraModuleNames.Add("WaveFighter");
    }
}
#

Not too sure what i should do now with CppStandardVersion.Cpp17 in here

opal berry
#

So if it's like a forest 🌲 tree the shadow looks like a triangle but with no details at all

cloud cobalt
#

CppStandard = CppStandardVersion.Cpp17;

maiden sundial
#

Ah

cloud cobalt
#

@opal berry Screenshot ?

opal berry
#

One sec

atomic ivy
#

[QUESTION] Does anyone know if UE4 benefits from quadchannel memory directly? Yes or no? It depends?

cloud cobalt
#

Every program on your computer does, but isn't that really minimal ?

opal berry
atomic ivy
#

I'm not sure. I'm understanding it that the just released hardware does not come with quadchannel memory

cloud cobalt
#

I've literally never heard of any software actually having better performance with quad channel

grim ore
#

quad channel is/was for high end chipsets was why and not for consumers. Dual Channel at this point is fine and Ryzen is the main benefit of that right now compared to intel.

cloud cobalt
#

@opal berry Cool - so to be clear, the light, tree and ground in this scene have their mobility set to static, right ?

#

@grim ore Honestly, quad channels in anything but a dedicated benchmark will show 0 improvement

opal berry
#

the ground is a landscape and the light is stationary(default)

cloud cobalt
#

And the tree is static ?

opal berry
#

yeah

#

I am using the foliage tool with the default settings which is static

cloud cobalt
#

In this case, you probably just need to tweak the lightmap resolution

opal berry
#

i have been told to do that but people also say it affects ram usage heavily

cloud cobalt
#

It does, but you have more available memory than you have GPU time

#

It's a compromise, like everything in game tech

#

Static lighting works on potato phones so you should be mostly fine

atomic ivy
#

@grim ore @cloud cobalt So I'm looking at trying to setup a Multi-User Editing link which my understanding is that is a high memory sink. Would that change anything...or simply more than 16GB RAM is preferred? Thanks for your thoughts. I'm not a hardware guru.

opal berry
#

Where do I change the lightmap res from?

#

and what do I change it for?

cloud cobalt
#

@atomic ivy You want 16 or 32GB memory, really

#

Quad channel or dual channel is irrelevant

atomic ivy
#

Okay, thanks @cloud cobalt !

cloud cobalt
#

@opal berry It's a setting on the landscape.

opal berry
#

could not find anything related the the lightmap res in the landscape

cloud cobalt
#

"Static Lighting Resolution" ?

opal berry
#

oh ya that ok

#

do u have any idea what is a number I should try

sudden agate
#

btw. you need to adjust the lightmap resolution of the shadow receiver, not the shadow caster to have better shadows

#

in your case you need a higher resolution on the landscape

#

@opal berry

opal berry
#

so when creating the landscape I up the overall res?

cloud cobalt
#

Yup

#

Until you get decent shadows from the player point of view

opal berry
#

i'll try that and get back to you

sudden agate
#

Foliage should be in all cases dynamically lit, otherwise the memory/disk space consumption will explode

#

(memory not so much anymore thanks to VTs)

cloud cobalt
#

Yeah, dense foliage needs to be dynamic

opal berry
#

2 question @sudden agate

#

what are VTs

#

and

cloud cobalt
#

Virtual textures.

sudden agate
#

^

opal berry
#

does that apply to trees too?

#

i am kinda new to lighting and stuff

sudden agate
#

you can ignore VTs for the moment if you are new to this

opal berry
#

so that Virtual texture stuff, is this something i enable or what is it

#

ok

wary wave
#

Slightly strange question, but I'm looking at a potential situation where I have a multiplayer game, wherein I want to reduce the load caused by NPCs on given players

How reasonable would it to 'zone' NPCs into given world locations, and have a given player machine assume ownership of those NPCs, handling them all locally (we don't have a necessarily authorative server, so this is less of a concern). Any obvious caveats people might be able to see?

opal berry
#

so my trees should be dynamically lit then

sudden agate
#

@opal berry You should get familar with UEs Lighting systems first.

#

In my opinion, yes

opal berry
#

have u heard of PUBG @sudden agate ?

sudden agate
#

no alex

opal berry
#

i have a question about it

sudden agate
#

PUBG is completely dynamically lit

opal berry
#

ok then

cloud cobalt
#

@wary wave Well clients can't directly talk to other clients, so I don't see that working out well

opal berry
#

but I was playing like 2 days ago and looked at the shadows of a tree, the leaves in the tree were moving but the shadows were not

#

which might mean its static

wary wave
#

@cloud cobalt - yeah, that is a consideration, so network traffic for said NPCs would still need to be routed through the listen server player

sudden agate
#

maybe too low shadow resolution, making the shadows look static/not moving

wary wave
#

but it's the movement calcs that are incredibly expensive, and if we have two players in completely different locations, one set of NPCs isn't relevant to one, and vice versa

opal berry
#

how did u know that PUBG lighting is dynamic?

sudden agate
#

you can spot dynamically lit scenes pretty easily in UE. Uniform indirect lighting

#

clearly visible SSAO within that indirect lighting

cloud cobalt
#

@wary wave Honestly I'd probably look at optimization first, because synchronization calculation across clients seems very dangerous to me

wary wave
#

optimisation isn't an option 😦

opal berry
#

they dont seem to be having performance problems anymore(compared to PUBG2017) so I dont think I should be having problems lol

cloud cobalt
#

Neither is cutting down on the counts ?

wary wave
#

we're inheriting the NPC classes from the parent project and they're stubbornly refusing to optimise their stuff

#

no, the counts are already far too low

#

we have ten NPCs for our coop game and it's driving us nuts

sudden agate
cloud cobalt
#

Okay, that sounds horrible @wary wave - time dilation not an option either ?

wary wave
#

not sure time dilation will solve anything?

cloud cobalt
#

I mean more like tick half the NPCs on odd frames, the rest on even frames

#

Automatic 2x performance

wary wave
#

I mean it's feasible, the problem is in the movement component

#

but we're already targeting 30fps, so that would put their update rate to 15fps

cloud cobalt
#

Which should be fine as far as the CMC goes

wary wave
#

they're also using root motion, so it's not so cut and dry

#

but it may work

cloud cobalt
#

Err

#

Yeah, if it's a listen server it will look like crap

wary wave
#

yup

cloud cobalt
#

Which part exactly costs this much ?

wary wave
#

the character movement component has to resolve the entire animation blueprint each tick in order to extract root motion data

#

the cost is enormous

cloud cobalt
#

the fuck

wary wave
#

yeah, that was more or less my response when I dug into it

#

also the ABPs blend more or less everything into everything, so it's resolving stuff like facial anims and christ-only-knows what else

#

CMC on these NPCs is 15x more expensive than the UE4 default

cloud cobalt
#

In any case, trying to have the server not compute CMC, defer that to clients and trying to end up with something usable is a nightmarish challenge

#

You'd need to rewrite it alltogether imho

wary wave
#

yeah, that probably won't happen, we lack the resources

#

personally I'd like to just fix the CMC

#

but we don't have the engineering capacity on this end to clean up a disaster of that magnitude

cloud cobalt
#

I don't doubt that, but it's probably still easier than somehow transferring CMCs to clients

#

From my limited experience

wary wave
#

that's unfortunate

#

we're really hitting a barrier where "design around the limitations" isn't working

cloud cobalt
#

Yeah, I can see that

#

Listen server with a lot of badly optimized CMC+ABP is... not going to go well

wary wave
#

just add console support

#

😄

serene birch
#

you could try the new movement code maybe?

#

experimental much 😄

#

I though that using root motion didn't work that well with networking though?

cloud cobalt
#

It should, it's more like that RM tends to be annoying to work around with generally

real fractal
#

Hi guys, i dont know if this is the correct place to ask but... Is there any way to scale a entire map?

#

I just tried doing a group with all the assets but this does not work properly

strong mesa
wary wave
#

@serene birch - it doesn't work well with networking at all

#

and we're in 4.21 at the moment

#

@real fractal - no, there is no reasonable way to do this

strong mesa
plush yew
#

there really should be a boolean decorator by default

wary wave
#

@strong mesa - it says that blueprint didn't compile.

strong mesa
sharp crest
wary wave
#

you have things saved outside of the project directory

#

(that's the usual cause of that error)

sharp crest
#

hmm what does that mean?

#

@wary wave 👀

lilac wedge
#

How do i add a header to a json request using varest? When i add the header the body doest seem to work

honest vale
#

does it override all headers or is the content type still being set?

lilac wedge
#

the header is working, allowing me to gain access to the api but i get a response message saying body is missing

#

and i have set string field body = ....

honest vale
#

try setting the request object back into the request after you modify the body

lilac wedge
#

ok so just did a test and i dont think the header has anything to do with the problem

#

this doesnt work

#

my api receives the request but does not echo the parameters

#

also tried setting the object after but no diffrence

vale pivot
#

Hey does anyone knows how to make a autoattack like in DOTA in top down view?

livid isle
#

Good evening!
I have a small issue with the UE4 editor.
When I work within a blueprint and press Play (either as Selected Viewport, or as New Editor Window) - I end up with a floating window.
It used to be a docked one, not a separate window. I don't know what changed, and can't find anywhere an option how to force it as docked again.

I would appreciate help troubleshooting this!

digital anchor
#

its always floating when you play without the main viewport open

livid isle
#

I'm fairly certain it wasn't floating until recently, for me. It would usually be docked within that yellow frame, and I don't remember minimize/maximize/close buttons available 🤔

grim ore
#

the only time it's docked is when the viewport is visible (the main level only), otherwise it has to play it in a new window. and technically it's not docked it just playing in the editor viewport so if you have that window in another window or screen it plays it there.

deep pond
#

Hello everyone! 🙂 I was just wondering, how many of you was profiled by the Epics in the LinkedIn profile by the name/surname, exactly like the string equality? Just got one notification, and i could say that the overall technical circumstances are pretty odd.

Edited: And in case if you are probably wondering - i'm doing nothing wrong in any way. 🙂

obtuse nest
#

Anyone know what i'm doing wrong when using the HDRI backdrop plugin? I tried dropping my own hdri from peter guthrie into the material slot but it wont accept it

forest totem
livid isle
#

Thanks sabichao, but that was the first thing I tried (as I mentioned in original post) - it did not change anything.

stiff spoke
#

Please send me an invitation to this server I want to invite a friend

abstract relic
stiff spoke
#

Me?

abstract relic
#

Yes

stiff spoke
#

Can be

abstract relic
#

There’s your server invite link then

stiff spoke
#

Thanks

normal burrow
#

think @maiden swift mentioned he was working on addressing it

maiden swift
#

Since when is the invite link "down"?

#

What issues are people having with it?

normal burrow
#

someone mentioned it before in server feedback

#

so around thursday

maiden swift
#

Ah right! Shows how great my memory is. lol

normal burrow
#

your fine lol

maiden swift
#

I never heard back on potential causes for that and haven't been able to reproduce it, so at this point I'm just keeping my eyes peeled to see if it happens again.

#

The only thing I know invalidates server invite links like that is if the user is banned from the server.

light vigil
#

Hey everyone - I'm running a flipbook animation through a material. Every time I play it the frame rate gets progressively worse. Anyone know why that may be?

abstract relic
#

Memory leak?

light vigil
#

Possibly, the weird thing is it's not tanking the whole game's framerate though

#

In the way I'd expect a memory leak to

#

It's just that specific instance of the flipbook animation

light thunder
#

Why is my AI controller not spawning? I have a child actor spawned into the world, with the AI Controller set, with what I believe are correct settings

#

When I try to move it, the reference to the AI controller comes back as none
v

strong mesa
#

Does anyone know howto limit min and max draw distance for widget screen space !?

light vigil
#

@light thunder Do you have a server sim game? are you checking them on the client where the controller would potentially be null as opposed to on the server

light thunder
#

no, this is local

#

I can't get the AI controller to show up at all, period

#

even like that

#

that first screenshot is the same blueprint

#

This is baffling

vernal thicket
#

Anyone know a better way to organise the anim BP? Got states bloody everywhere

light thunder
#

Does using it as a child actor some how screw it up?

#

I guess so -

dim plover
#

Does FastPath not matter for State Machines?

light thunder
#

Does the nav mesh bounds not work on landscapes?

#

I am instantly failing, though my goal location and controller are both valid (wouldn't a bad location also mean you'd fail once you tried to move closer?

vivid narwhal
#

what shows up when you press P?

light thunder
#

NOT the landscape

#

but I have "used for navigation" on my landscape itself

sharp crest
#

whats the collision on your landscape?

light thunder
#

block all

sharp crest
#

Idk

light thunder
#

I appreciate the attempt

sharp crest
#

maybe try creating a new landscape

#

and see if it works on it

#

then compare differences

light thunder
#

not a bad idea

sharp crest
dim plover
#

Oh, maybe you have to remake the navmesh. I've had that issue before.

sharp crest
#

ye maybe try moving the nav mesh a bit

#

that should regen it I think

light thunder
#

CHRIST JESUS thank you

dim plover
#

Did you recently update engine versions?
Because that's when I had to "refresh" my navmeshes.

light thunder
#

in between nav meshes, so yeah

dim plover
#

Maybe build geometry would have fixed it too. 🤷

light thunder
#

tried that too but thank you seriously, you too @sharp crest you recommended deleting it as well

sharp crest
#

editing textures is boring

light thunder
#

another quick question - I'm using the default third person character - I thought it had walking on it but this does nothing to speed or animations

sharp crest
#

walking is the default mode

#

so it's already on walking

light thunder
#

well he walks like a runner jogs

sharp crest
#

wdym

abstract relic
#

Set your max walk speed

light thunder
#

yep

sharp crest
abstract relic
#

Mind you, walk movement mode isn’t literally walking. It’s the mode of locomotion

light thunder
#

can you elaborate on that a bit more please?

#

I get that the walking is more of a baseline movement mode

abstract relic
#

Not even that

#

Just sets limiters. To mimic terrestrial locomotion. Ie x y movement with limited z movement (jumping, climbing, etc). Point is, don’t take walking movement mode as literally walking. The speed is determined by max speed. The mode is still called walking regardless how fast you’re actually going

sharp crest
#

when you press ctrl z ||and the editor freezes for 10 minutes for no reason||

strong mesa
slate urchin
#

any idea how to get rid of this light bleed? All lights are set to movable. Object has two sides. 😅

abstract relic
#

What does the warning say

strong mesa
dim plover
#

You have to put an object in, the object that you want to cast.

strong mesa
#

i know , it just doesn't accept any object

dim plover
#

That shouldn't be the case. What have you tried inputting?
It has to be an instance of an object.

strong mesa
#

what does that mean

dim plover
#

For example, (I think) the SpawnActor node outputs an instance of the Actor you just spawned.
You could cast that.
Or something already in the world, etc.

normal burrow
#

sheriff

#

what are you casting?

strong mesa
#

i'm casting from a widget blueprint to an actor

normal burrow
#

put the widget on the grey pin.

strong mesa
#

like this

normal burrow
#

yes

#

is the blueprint for ItemTemplate?

strong mesa
#

no

normal burrow
#

its a parent of ItemTemplate?

strong mesa
#

it the the blueprint of the actual widget

normal burrow
#

hm.

#

what is ItemTemplate?

strong mesa
#

just an actor

normal burrow
#

how is the widget aware of the actor?

strong mesa
#

it's not awate

#

aware *

normal burrow
#

this is what you need to figure out then

#

cast can't do this for you

strong mesa
#

well there is no way for it

normal burrow
#

what makes this widget?

strong mesa
#

it's pre created

#

it's not a normal widget it's a widget component

whole quarry
#

Why are u casting to self? :d

strong mesa
#

i was just following along

whole quarry
#

When you cast you should have a reference to the object you want to cast to

normal burrow
#

maybe what you want sheriff, add a new variable to your widget of item template or whatever informational object type you need to get at the item template. and when you select the variable, set it to instance configurable and show on spawn

#

then find where the widget is constructed, and pass said variable

strong mesa
#

i want to cast to multible objects of the same class

whole quarry
#

Then use Get All Actors of Class

#

It returns an array that you can loop trough and cast to each actor

strong mesa
#

well after i do that it does the changes to all the actors

#

i set color different for each actor

whole quarry
#

Then add tags to the actors you want to filter out

strong mesa
#

well that means i'd have to add about 20 tags

normal burrow
#

having a hard time understanding what you expect from the cast sheriff

whole quarry
#

So you have 1 actor with 20 variations?

strong mesa
#

after i cast i get a variable and use it

#

yup

normal burrow
#

all cast does is give you the same variable with a different representation

whole quarry
#

So why do you exactly want to cast?

normal burrow
#

so you need to know the variable first your trying to fit as a different representation

strong mesa
#

i get a color variable from the casted to object

normal burrow
#

there is no casted object

#

you have to give it an object to cast

whole quarry
#

So you have 1 actor with 20 copies of it, you will need to predefine (or use random) color after some thing happend right?

strong mesa
#

yeah

whole quarry
#

Isnt it then easier to do it from the actor?

normal burrow
strong mesa
#

How so

normal burrow
#

you don't have this sheriff

strong mesa
#

he just created that variable

#

i think i got it going

frank iron
#

how do you upload your unreal project to github?

normal burrow
#

then you need to watch the rest of the video

#

or it doesn't work yea,

strong mesa
#

it's broken

normal burrow
#

he sets it up right here

#

sets owner to self inside the ai bp. so he's setting owner to the ai bp on the widget

dim plover
#

Pat, do you know if AnimBP State Machines have/should be FastPath?

normal burrow
#

Since they don't have any input pins I don't think they have a fast path indicator

#

but transitions will have a fast path indicator

#

and things inside state nodes will have fast path indicator

dim plover
#

Yeah, the transition rules.

normal burrow
#

so its possible to not have fast path

#

unsure if it indicates it or not tbh, but would think since it doesn't have input pins it wouldnt show

#

i avoid the hell out of state machines

dim plover
#

I saw a comment made in 2017, and I don't fully understand it.

in fact, the "time remaining" shouldnt break fast path
becouse fast path is only on the actual animation blending
not the state logic
normal burrow
#

that makes sense really.

dim plover
#

Alright, I'll avoid them (if I develop a good alternative). I hate them anyway.

normal burrow
#

well, actually

#

i wouldn't say that. the pins themself are the reason for breaking fast path.

#

its the activity of needing to read from objects on the game thread that kills it

#

which is why you copy things to variables on the event graph

#

moment you try to do anything beyond read variables off the anim bp itself, it just starts saying: K i can't do that.

#

because it'd require the game thread to be safe.

#

time remaining is probably something that should be fixed though. I dont think its intentially breaking fast path, unless the thought is the duration could change when the asset is modified

#

but so much is done with anim assets off the game thread that it makes very little sense for that to break fast path

dim plover
#

🤷 Well, thanks, pat.

normal burrow
#

ye, sorry for information overload there :D i think about this stuff too much

dim plover
#

Nah, it's good stuff. If anything, I would like more information.

abstract relic
#

Have a cookie floss 🍪

frank iron
#

anyone know how to upload unreal project to Github?

abstract relic
#

You just add the project to your repo

frank iron
#

@abstract relic it doesnt let me upload the full folder, i have to select every individual fiel

abstract relic
#

Or literally drag the file in your windows folder 😜

#

Then commit

frank iron
#

it doesn't work when i drag

dim plover
#

I believe someone was saying that Rama's Plugin can import images.

pseudo swift
#

guys any tips for animating a camera spinning in a seamless circle ?

dim plover
#

🤷 I could very well be wrong.

pseudo swift
#

oh I can parent a camera to a sphere and keyframe the rotation of the sphere

#

that works i think

abstract relic
#

They gave you a bp solution. Read

dim plover
#

Also, pat, GetTimeRemaining node itself is probably FastPath'd, but using it with float comparisons breaks it (probably). So, it's effectively not.

stray marsh
digital anchor
#

are you sure fast path has anything to do with multithreading? ive been reading it these days and i never seem both being mentioned, i had the conclusion it can be fast path and singlethreaded or multithreaded without fast path, etc

abstract relic
#

That looks like decals cannway.

cloud cobalt
#

Looks like a material that blends with a snow/sand material function based on height & a splat map

digital anchor
#

i remember that pic from the distance field blending tool

#

shouldnt be needed now with vts

dim plover
#

Also, Takain, this is apparently in AnimNodeBase.h:

    /**
     * Whether this node can run its Update() call on a worker thread.
     * This is called on the game thread.
     * If any node in a graph returns false from this function, then ALL nodes will update on the game thread.
     */
    virtual bool CanUpdateInWorkerThread() const { return true; }
normal burrow
#

should only need one dynamic material instance

#

unless your changing the material

#

save the dynamic instance off in your constructor script to a variable and modify it at runtime, should work fine

frozen pond
#

hi guys, is there any way to create custom event (kind of) for state machine ? i want to trigger animation in that way ( not sure about it)

#

Or just set bool in character blueprint and trigger based on this ?

normal burrow
#

only thing state machine will do is inform you of decisions made with the transitions you provide it

#

yea you drive the state machine by the variables you put on the transitions

frozen pond
#

k ty

plush thicket
#

to answer your question, I wouldn't mess with unchecking anything when installing

#

just get a fresh install of UE4 the way it's meant to be installed

#

You might need some of these later down the road, so instead of running into that problem, better to have them anyway 🙂

normal burrow
#

@autumn crystal you make the dynamic instance to set properties on it, then presumably set it to a primitive/mesh . you shouldn't have to recreate that dynamic material past construction script. Just update the values on it at runtime

light thunder
#

Any advice for navigating UP? I have an AI controller reporting movement success when he is like 5000 units UNDER target point

#

I've tried swapping out target point for an actual actor

#

it would be one thing if the AI reported failure that it couldn't navigate

normal burrow
#

hm yea idk

#

I tried shrug

#

do you know what that create dynamic material instance node does?

#

it creates a material

#

a copy

#

based on the one you give it.

#

you actually do if you want to change properties.

#

when you have a material in the project, its properties are hard coded into the material

#

thus why you need to make a dynamic version of the material first.

#

first, you make the dynamic material instance in the construction script like you have. you save the return value to a variable and assign the new material to the mesh inside the construction script.

#

then with your variable to the thing you made in construction, inside your blueprint you just set values on it.

#

assumptions were going off the images you posted

edgy halo
#

Hey, i downloaded a multiplayer template, where the "game" starts on a series of widgets (main menu), however i am in vr, how would i make them render in stereo before my player pawn is possesed?

light thunder
#

I've lowered agent radius, and am using a nav link proxy (set to navmesh default....why can't this guy get through this door?

visual belfry
#

what does the collision on the doorway look like?

light thunder
#

I'm all ears if anyone has a recommend video for Nav Mesh tweaking

#

appears fine

#

It is just a doorway so I could technically just remove collision but I want to understand what is happening or I won't learn anything

normal burrow
#

a skeletal mesh?

#

it should be the same process

light thunder
#

static mesh

normal burrow
#

was referring to upside down haha

#

i'd help if i knew more about navmesh

light thunder
#

I need to learn how it actually draws, I don't understand how doing x correlates to y when I mess with it

sharp crest
#

anyone knows how I can disable skeletal mesh getting pushed

kindred viper
#

Set the variable name to SM_JohnRambo

#

negating that, you would have to come a little more specific than that. Physics impulse? Standard collision model?

sharp crest
#

Well say the player is a creature, when I go to another creature, I can push it when I walk into it - I dont want that @kindred viper

kindred viper
#

probably want them to actually collide but not push then ?

sharp crest
#

yes

kindred viper
#

try a physics asset them. Give things actual weight and density

sharp crest
#

they do have a physics asset @kindred viper

kindred viper
#

well mess around until it works. Thats what I do :p

sharp crest
kindred viper
#

its like newtonian laws really. You want to be lighter than the object you are colliding with in order to not be able to push it. There is a point where no movement will be registered. Just tweak until you get it

#

of course there may be other ways im missing. I don't do a lot of character work these days

sharp crest
#

Well but I dont want it to be able to push me either

#

So Idk how that would help me

kindred viper
#

equillibrium

#

which I spelled incorrectly

sharp crest
#

and now in english

#

nv googled

#

well how do I do that

kindred viper
#

equal physics assets

molten path
#

hey there

sharp crest
#

hey

molten path
#

So i have a quick question about collisions

sharp crest
#

so ask it

molten path
#

I'm tryna add collisions to this wall

#

As you can see

#

But

#

when I click apply, nothing happens

sharp crest
molten path
sharp crest
#

and press enable viewing or something

molten path
#

Nothing here

#

I can't use simple collisions, those are absolutely horrible

sharp crest
#

it's a flat wall why would you need complex collision

molten path
#

I'm trying to learn

#

I've tried it with a tree

#

and nothing was working

#

that's why I'm trying it out with something more simple

#

but as I said, everytime I click apply nothing happens

#

:C

kindred viper
#

just export the mesh out with the original using the _col as an identifier. Then you have custom collision that is the shape of your mesh, which you can further optimise if you wish

#

there is an actual collision filename addition that imports it automatically with FBX

molten path
#

Sorry, I have no idea how to do that as I'm still learning.

kindred viper
#

good thing to learn then

molten path
#

thanks for the help though, i'll look online

kindred viper
#

believe me, I try avoid that convex collision creation stuff in editor as much as possible. I had nightmares with it and vehicles. But nothing beats your original design, exported out as pure collision

manic pawn
#

you can just make it yourself

#

create a new function, string input and that enum output, set it to pure, put a switch on string node in it, connect return node to each exec pin on it

worn granite
#

Nah, you best do what Zeb suggests

ocean frigate
#

Hey guys, I'm trying to get a texture from quixel mixer from bridge into unreal and I must be missing a step because not all of the pieces are coming through (Albedo & AO as far as I'm aware). I get this default block texture whenever I import it. Can someone please point me in the right direction if you've solved this issue before? Here is my texture in bridge

light thunder
#

Can anyone recommend a good resource for learning how nav meshes are built/ AI pathing?

ocean frigate
swift spindle
#

lol whut...

manic pawn
#

well, it certainly has mixed up the textures

swift spindle
#

never seen this happen before

kindred viper
#

me neither as I can't get the damn bridge UE4 megascans plugin working.

molten path
#

Ok so here is my object

manic pawn
#

I tried messing with the plugin but it's br_galaxy_brain stuff, for some reason it comes with a whole 3rd party python integration

molten path
#

collisions should be working

#

I'm still going right trough it

swift spindle
#

your pawn needs to be able to collide with stuff...

molten path
#

and how do i do that?

kindred viper
#

@manic pawn I think thats what messed up with it. I already have Python installed (multiple versions). Tried adding the PATH manually and got further but then all the Slate Py stuff started breaking and it all went to crap. So Im just gonna wait until 4.24 :/

swift spindle
#

that is a loaded question

manic pawn
#

why, what happens in 4.24? new quixel plugin?

molten path
#

@kindred viper wait bridge doesnt work for you?

#

it works for me just fine

kindred viper
#

presumably. They said december that Bridge was getting some update at least. I presumed it would be

#

@molten path aye Im sure it works for everyone else but me. Its my luck :p

molten path
#

mhm

kindred viper
#

I only wanted to mashup some assets anyway. Dont need it really

#

perhaps use it with some houdini traniing

open eagle
#

why do my pickup spawners keep saying this whenever they spawn a weapon (multiplayer game)LogNet: Warning: UIpNetDriver::ProcessRemoteFunction: No owning connection for actor BP_PickupSpawner4. Function SpawnWeapons_Server will not be processed.

molten path
#

check your export settings maybe

#

they were fucked for me at first

kindred viper
#

oh its all correct on my end. Made sure it was in Plugins, it's when it comes to compiling the engine it breaks

#

or rather the plugin

molten path
#

ahh

#

oh well lol

kindred viper
#

I could dump it into a binary build but perhaps another time

molten path
#

good luck with that

#

btw do you know whats wrong with this

#

I still can't get it to workj

kindred viper
#

whats not working?

molten path
#

the collisions

kindred viper
#

well about an hour ago, I suggested what I could. Not sure what else to say

molten path
#

alright alright

#

im genuinely about to kermit kms

kindred viper
#

my suggestion would be to go into a 3d app you know, then duplicate the mesh. Rename it UCX_TheOtherMeshNameHere and export. Then UE4 will know its a complex collision mesh, and use when importing the mesh.

molten path
#

it seemed simpler in older versions

kindred viper
#

thats how I've done it since UE3

molten path
#

man i'm so confused

#

everytime I enable complex collisions it just shows me the vertex

#

and then it doesnt work anymore

#

but simple collisions work

#

????????????????

sharp crest
#

add more ??? then it will work

molten path
#

alright I'll try it

swift spindle
#

it's a wall

ripe saffron
#

@ocean frigate just go to your megascans library and import diffuse and ao manually .... sometimes it does this, sometimes its fine.

swift spindle
#

there is no reason to use complex collisions

grim ore
#

But what if the wall is like super complex? maybe it has some tragic backstory and now you are dismissing it 😦

ripe saffron
#

🎻

plush thicket
#

Hey, does anyone know why my camera view is randomly zoomed out? I must've pressed a hotkey on accident because now all my viewports are extremely zoomed out on this character.

#

BEFORE

molten path
#

@swift spindle ok what about this

plush thicket
#

AFTER

#

I'm not sure why it's all zoomed out like that

#

the scale is fine, but I must've pressed a hotkey on accident or something because it wasn't like this before

molten path
#

Now I need some actual collisions

#

or else I'll be walking trough a giant rock

ripe saffron
#

@plush thicket select character and press f

plush thicket
#

@ripe saffron I know, that works, but

#

when I close the tab and reopen

#

it's zoomed out again

#

everytime I have to zoom back in

#

not sure why that's happening

kindred viper
#

@plush thicket select the object and press F to focus in viewport

swift spindle
#

@molten path depends on what kinda game you have.... do you need / have complex foot locations.... ?

plush thicket
#

@kindred viper it's not just in the viewport

#

If I open up the mesh, or the physics asset, or the skeleton for this character, it's always zoomed out like that

kindred viper
#

is it tiny?

ripe saffron
#

@molten path dont know what 3d app you use but a simple convex hull should be fine... export object and then UCX_object for your hull.

plush thicket
#

@kindred viper nope

kindred viper
#

strange. I've done it before but I cant think how I fixed it

supple totem
#

I'd find some way to reset editor to default settings

plush thicket
kindred viper
#

perhaps its in the Viewport dropdown

plush thicket
#

here's a GIF of what's happening

ripe saffron
#

you broke unreal!

plush thicket
#

@kindred viper you said you've had this issue before?

#

are you able to recall at all how you fixed it?

#

this is really bothersome lol

abstract relic
#

was it exported from blender

kindred viper
#

pressing F I think.

molten path
#

oof

abstract relic
#

lol

#

sometime we all have stupid moments

ripe saffron
#

but it jumps right back after pressing F

plush thicket
#

@abstract relic yes

#

it was

#

the scale was all set to 1.000

#

and everything

#

it wasn't an issue when I first imported it

#

it started happening like hours after that

#

super weird

#

i must've hit a hotkey or something

ripe saffron
#

the "annoy the piss out of me hotkey" ... I ve hit that before

#

maybe you set a bookmark ?

molten path
#

in case anyone wants to see, I posted a quick video that basically shows my problem

#

I'm still new to all this, sorry if my problem seems obvious or braindead to some of you xd

summer verge
#

In terms of running UE4 is it better to have a higher processor speed or a higher core count?

kindred viper
#

@summer verge depends what you do. If you are into materials and artwork, more cores. If you are compiling code you can do the math on whats better by taking the speed / cores ratio to a final speed to match

summer verge
#

3.6 -> 8 core
3.0 -> 18 core

#

Those are my two options. I do more of the programming side in UE4 so I'll take a look at how it affects compile times

#

Thanks for the info!

kindred viper
#

im taking an 18 core all day long.

normal burrow
#

you'd be way better with a ryzen 3950x

uneven fractal
#

is it not possible to blend more then two layers in the same landscape tile?

#

I can blend clay and dirt, or dirt grass, or clay grass but I can't blend grass clay dirt in the same tile

#

else it doesn't render

swift spindle
#

@autumn crystal you'd need to expose the server over your router to the internet. Then find a way to open it on the other system. Its unlikely to be that robust an experiance however

#

this is not an unreal specific setup at his point... but you'd need to find out it's port and your systems IP address... beware.. this can mess things up and is not terribly secure

plush thicket
#

My cloth isn’t colliding with anything, anyone know why this could be?

#

Is there some setting somewhere?

kindred viper
#

@plush yew need to replicate it

spice canopy
#

@molten path on the static mesh asset editor did you select on ybe details panel "use complex collisions as simple"?

#

I do not recommend this for performance except where necessary. You usually dont need to check ALL the vertices for collision, just a few blockier shapes that cover the mesh closely

normal burrow
#

@autumn crystal you need to run a vpn

plush yew
normal burrow
#

which one?