#ue4-general

1 messages Β· Page 584 of 1

sharp crest
vocal flume
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@sharp crest is this for me?

sharp crest
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yes

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@vernal thicket just keep debugging the vars to see exactly what part is the issue

and if u didnt try to google thats a good idea too

vocal flume
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Ok. Thanks. I’ll try

vernal thicket
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will do thanks bro

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I guess calculate direction on AI doesnt work like it does on player character

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If I hook it up to World rotation of mesh it's constantly 90 degrees lol

sharp crest
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try to understand what value you need and then calculate it yourself

vernal thicket
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yeah

sharp crest
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or google 'calculate direction not working on X'

runic iron
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@vernal thicket Don't do your cast to zombie char in the event animation update, it's a waste to do it everyframe

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Do the cast operation in the "blueprint initialize animation" event and put the result in a variable

sharp crest
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that sounds like it's going to barely matter

vernal thicket
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I had it like that as they will be spawning in the game, will bleuprint initialize animation work with spawning?

runic iron
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Yeah didn't check his actual issue, just saw the screen quickly and noticed that

sharp crest
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I mean talking about fps

runic iron
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Blueprint initialize animation is the equivalent of begin play

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But for animBP

sharp crest
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I'm bored and tired 🍭 why does completing games so difficult πŸ˜…

vernal thicket
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Okie dokie i'll change that then

runic iron
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yeah it's better, casting every tick is a waste

sharp crest
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unless u r cool

frosty bloom
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^ Or completely new to programming

vernal thicket
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So I promote my cast to a var, but from the var I dont have access to variables inside the char?

sharp crest
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just cast it on initialize, save the cast as a var, and use that var in the tick

vernal thicket
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NVM ignore me i'm a retard

runic iron
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Did you store your cast result in a variable ?

vernal thicket
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I cast to the wrong player lol

runic iron
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Lol ok

vernal thicket
sharp crest
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nice hill @runic iron

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whats at the peak?

vernal thicket
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Lmao

vivid narwhal
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afternoon gang

sharp crest
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hey

vivid narwhal
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what's the current issue?

vernal thicket
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I'm looking on google for Direction in AI but can't find anything 😦

sharp crest
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well, if you ask..
broke up with my boyfriend,
my project is at a boring stage I need to do,
I'm trying to start working out but it's difficult,
continue?
@vivid narwhal

vivid narwhal
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get two boyfriends to replace what is lost.
Boring parts are a chore but they're an important part.
If it's a hobby and not a job, remember to take breaks

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@vernal thicket what do you mean by direction? Direction the AI is walking or facing?

vernal thicket
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Direction he is walking yeah, I've got a lean on -90 and 90 but can't seem to get them

sharp crest
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mmmm ty for the advice I will try the first one

vernal thicket
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I can get 90 if I get world rotation

vivid narwhal
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can't you just grab the forward vector

vernal thicket
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I will try

sharp crest
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ye also thought about that but Idk he used that bp which made me think it's a bit more complex than that xd Idk what he is using it for

vivid narwhal
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assuming the direction they're walking is = to what they're facing

sharp crest
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I doubt he tried googling so lul

vernal thicket
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^ I never know what to type in google to get an answer, but I always google

sharp crest
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πŸ˜…

vivid narwhal
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I'm trying to do maths but my brain is failing me

sharp crest
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send me ur project I will fix it

vernal thicket
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@vivid narwhal Do I plug the forward vector into Calculate Direction?

sharp crest
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bored anyways

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plug instead of it

vernal thicket
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Okay

vivid narwhal
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I have the vectors of two sockets, Sword_Tip and Sword_Hilt, and I want to calculate the Half Height of a capsule collision to go the length of the blade. I've got as far as knowing "You need maths for this"

sharp crest
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math question?

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I'm out

vivid narwhal
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if they were relative vectors it'd be easy but they're world vectors

sharp crest
runic iron
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@vivid narwhal Take the length of the difference of the 2 vectors and divide by 2 ?

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If I understood well at least

vivid narwhal
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Hit Minus Tip then normalize?

runic iron
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As long as you only care about the length you can subtract in whatever order

vivid narwhal
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Am I getting the length of the norm? since it's a vector and I need a float

runic iron
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Oh yeah when I say norm I mean length sorry or magnitude, whatever it's called

spare steeple
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get the length not the norm

runic iron
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Yeah in French it's called "norme" lol

vivid narwhal
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that works perfectly! thanks

vernal thicket
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So do I need to somehow get my forward vector into the Direction float?

sharp crest
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@vernal thicket can you explain what you are trying to do?

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what value do you need

vivid narwhal
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can you reword that for my limited brain

vernal thicket
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I've got a Blend Space set up for my character, so at -90 and at 90 degrees at a speed of 350 he leans as he's running

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But obvs it's an AI not a playable character

sharp crest
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I googled 'blendspace leaning while running ue4'
and thats the first vid that came up

vernal thicket
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?It's different for AI though

sharp crest
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Idk try it ShrugColors

vivid narwhal
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direction is local to the instance of the controller so it doesn't matter if it's AI or player it'll still give a direction

grim ore
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why would it be different for AI if it's based on the actor velocity and such?

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If I throw a ball or a pitching machine throws a ball the math for the ball is still the same when it's in motion

neat forge
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How would I get a material to choose a random diffuse color?

abstract relic
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One takes input from the player, the other takes input from the computer. Both are input based however

sharp crest
abstract relic
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Make a dynamic material in a bp and set a random value in its parameter.

grim ore
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@neat forge you can use a material parameter inside the material to give it a new vector for the color from something like a blueprint. If you want to do it inside you can do some stuff like random noise texture and time to get a random value and set it once

neat forge
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Thanks

grim ore
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but uh.... all of those answers were googleable... you didnt google did you?

abstract relic
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You are google Mathew

neat forge
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I did but what I was looking for wasnt coming up

sharp crest
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I showed you what I googled above

neat forge
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Yes thank you

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Im just explaining myself lol

sharp crest
grim ore
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lol I google his exact question with UE4 on the end and the second result was the official UE4 video showing material instances and colors

sharp crest
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lol

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ye

neat forge
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I apologize

sharp crest
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it's alright everyone has to learn how to google πŸ˜…

grim ore
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you don't have to apologize, I think we just want money for our time back!

sharp crest
neat forge
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😞

sharp crest
vivid narwhal
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well my google-fu is failing me on this one

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I've created a capsule collision with the Add Capsule Collision node, it's set to Overlap All, then I've made it a variable. In that variable I'm trying to trigger On Component Begin Overlap with a break point but it's not triggering

vernal thicket
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AI move to is very straight, rotation stays at 0-0.2 unless you are very close doing circles, anyone know a way to stop it from being so.. 'straight'?

gaunt tide
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Pretty new to game development(just a warning). I have a landscape that is 64km x 64km. 31x31 tiles at a resolution of 2017. I can load around 8 km x 8km with barely a performance hit(barren no other assets currently)The issue I current have is that I have a main menu setup and it works wonderfully. I hit play and it spawned me into the third person template just fine. Now that I’ve imported all 961 tiles and I load just 1 of the tiles to have my main menu load me onto when I hit play. My character is instantly killed. I do believe the character spawns below the Kill-Z limit but I am unable to adjust the terrain as is. If more information is needed or clarified I’ll do my best but I am not currently at my PC right now.

vernal thicket
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Maybe a way to make it run towards AI Move to at an angle instead of head on?

dry merlin
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Hi, I am just wondering, does anyone know where I can go to ask for a couple artists and developers to assist me in completing assets for a project? I run a company, pay for tools, just finding doing all this myself is challenging and though people would be willing to help now that I have quite a bit of work to show for it. I got 1 license seat additional for iClone, I have 1 more availability for Adobe Cloud, I pay for Speed Tree, Substance, I am using my web hosting and tech company to fund. I just don't know where to go to post a request.

vivid narwhal
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AI in it's basic form will always calculate the most direct route @vernal thicket

vernal thicket
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yeah i'm seeing that just gonna have a goggle

vivid narwhal
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@gaunt tide your game environment is loading on play?

gaunt tide
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OnClick(PlayButton) -> Open Level(Level Name)

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Worked fine for the third first template building that was constructed so I didn’t change it

vivid narwhal
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is it generating the landscape?

gaunt tide
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Doesn’t look like it. I only have a couple seconds at most when the character spawns before they are destroyed

neat forge
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Everything on google is saying how to randomize color for world position. I want this to change the skeletal meshs material color per instance, I tried using a dynamic material instance in the bp but it wasnt working so I thought maybe i would have to randomize it from the diffuse color in the material but i dont know much about materials

grim ore
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@gaunt tide you can disable or change the kill Z limit if you think that is the issue, its in the world settings for the level

gaunt tide
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Okay so it's not kill-z. Looks like its my height damage system I setup. Once the player his 12m/s on z its instant death. So looks more like I am not loading this particular section correctly

grim ore
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yay we narrowed down the issue πŸ™‚

sharp crest
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raise your hand if you caught that bitcoin pump βœ‹

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nv wrong server

grim ore
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@neat forge when and where are you trying to change that color?

sharp crest
gaunt tide
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I think I just need deleted all the heightmaps I imported and start over almost

vivid narwhal
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... why don't you just move the spawn point so it's not falling

neat forge
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I have a construction script in the AI to set the skeletal mesh according to its stats which are generated randomly, after it gets the mesh to use I want it to apply a random color to the meshes material, I tried using a dynamic material instance and vector parameter but its not applying the color

gaunt tide
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Thats the thing too. The player spawn point is just above the terrain.

grim ore
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this is an example of changing the color when I hit the 1 key on the default third person player. You can see the code for setting the parameter in the material in the player and you can see the parameter itself in the material https://i.imgur.com/sivFebW.png

neat forge
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Oh alright, thank you

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Wow I found the issue! I had bodycolor wrong lmao

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Typos are always getting me

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Spent an hour like wtf is wrong

gaunt tide
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I played around with the map for the third person template and the only thing I changed besides adding stamina, animations, health, and a main menu is the level for which the character loads onto. I took the time to import all 3,844 tiles into UE4. I used one heightmap tile which is 2.45km x 2.45km as the new level to load. Even added player start to the middle of it just above the terrain.

vivid narwhal
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any suggestions on the collision capsule btw?

gaunt tide
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To me?

vivid narwhal
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nah just in general. Why is your character falling then if fall damage is triggering death

gaunt tide
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Map isnt loading it looks like.

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Just loaded in the minimal_default level in the starter content folder and yeah the player just spawns in mid air away from the floor tile and dies.

vernal thicket
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@vivid narwhal So I figured out in the end. The Direction can be updated the same way as any player character, so actor rotation and velocity into calculate direction. To get more of a realistic angle I changed the character movement rotation settings Z value down, and the direction in the Blend space required to activate the Lean animation.

gaunt tide
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Yeah I probably broke something when I implemented my tiled landscape or probably forgot I changed something

open eagle
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how should I tell all my connected players to show their HUD widgets

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i have a multiplayer game

gaunt tide
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Because that along with the fact that my "in-game" hud pops up upon hitting the "play" button for the editor when it should only pop-up after I hit "play" in the game @vivid narwhal

nimble moat
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hey guys, so im creating something where i can place objects in the world what would be the best way to save them, is there a function i could just save the whole map and everything in it?

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i feel like getting all actors and saving their world positions is a bit inefficient

grim ore
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@open eagle they should be handling that all in the local client however you want them to show it. UI is local to the player only

open eagle
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should I do it in level blueprint

grim ore
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is this a player UI? it should go in the player or player controller or the HUD class object

open eagle
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Yea

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ok

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thanks

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But i have 1 player controller for all modes of my game

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Can I have the gamestate tell the playercontroller to tell the HUD to spawn it

grim ore
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you can have anything tell anything for sure, do you have different huds for each mode?

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There will be 1 player controller locally for the local player so having it spawn and handle the HUD will be unique for each player

pulsar kraken
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Quick question... anyone had this issue with structures where you cant change the default?

heavy stratus
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@gleaming narwhal or anyone who may know. How can i get mocap to work during a multi-user session like was seen in the live stream. currently we can only get the mocap working when we press play

grim ore
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@pulsar kraken actors are items in the world and since this struct is not in the world it make sense to me

pulsar kraken
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so i need to have it in a world some how for it to let me populate the fields?

grim ore
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chances are you would not be able to do what you want unless this struct was on an item in the world as well yes. Setting the default to something that may or may not exist is not possible

pulsar kraken
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I basically just want to create a struct map that has a base unit with 3 different actors underneath each key..

grim ore
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then you would probably want to reference the blueprint itself and not the actual item in the world (actor)

pulsar kraken
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oh hmm

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I dont see that as an option

pseudo swift
pulsar kraken
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hold shift maybe?

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and click

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or ctrl

pseudo swift
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shift drag u mean?

pulsar kraken
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not sure if it will work

nimble moat
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try ctrl c then move the timeline and press ctrl v (this works in sequencer not sure about anim)

grim ore
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@pulsar kraken it sounds like you might want to change the Actor Object reference into an Actor Class reference instead and that might get what you need

pseudo swift
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@nimble moat this is the sequencer, copy paste only work for single parameters

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@pulsar kraken alt dragging worked but it doesnt seem to replicate the animation

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camera is moving over keyframes but acting weird

nimble moat
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it works for me, i can highlight all the markers and move the pin then press ctrl v and it will paste everything

pseudo swift
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let me try it again

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hmm doesnt do it for me for some reason

gaunt tide
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Yeah I cant figure this out so Ima take a break lol

pseudo swift
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@nimble moat what if you right click your selection does it show this?

nimble moat
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im trying to make a quick gif for you lol but atm ive fully forgotten where sequencer is lmao

pseudo swift
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hahah

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thats kind of you but not sure its necessary

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the copy option is greyed out

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is there other steps I have to make ?

nimble moat
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shouldnt have to, i literally just highlight them press ctrl c then move timeline press ctrl v then line them up

pseudo swift
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what verssion are you using?

nimble moat
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4.22

pseudo swift
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im 4.23

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anyways copy pasting is really sketchy for me

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doesnt work and sometimes no keyframes are pasted but camera is changed in weird ways

pseudo swift
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yes but this is one parameter man

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i swear if you do multiple then its not the same

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thanks though

vivid narwhal
gaunt tide
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Lol. When you don’t assign the main menu widget to your level. And the hud widget to the game level..

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Than you find out that somehow it causes your level to not spawn and your player to die.

vivid narwhal
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glad you solved it

atomic abyss
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Hi, does anyone have any resources on how to get paralax occlusion to work properly? I've been following some resources i found online but instead of getting the function to work it makes my texture flash on and off

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D:

gaunt tide
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Solved to an extent thank goodness after 72hours ima get some sleep.

upbeat tendon
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i am looking at my saved dir it is huge, i found a 30gb file

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can i configure my project to keep the saved dir on another disk?

vivid narwhal
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not that I know of

cloud cobalt
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Nope

upbeat tendon
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can i simply delete saved?

cloud cobalt
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Depends

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It contains game save data, screenshots, profiling data, backups, autosaves, the cooking cache, logs, and previous game releases

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If you need none of that, go ahead

grim ore
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delete it all and you can save more than 30gb πŸ˜‰

gaunt tide
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Bet!

vivid narwhal
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I solved it!

nimble moat
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is it normal to stuff everything into your player blueprint, i find i do that a lot

vivid narwhal
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"Normal" does not mean "best practice"

nimble moat
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fair

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i just find it super easy to use the player blueprint mainly because i dont know how i could do it without

grim ore
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Everything should be in the player blueprint to show how important they are to your project

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even your custscenes should all be handled using timelines and set actor location nodes in the player!

upbeat tendon
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i don't need anything there

nimble moat
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i once had a player blueprint so full it lagged to even open it and look

upbeat tendon
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how do i know what dx version i am using?

grim ore
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mouse over the project name in the top right in the editor

upbeat tendon
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oh thanks!

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oh still dx11 by default

grim ore
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correct

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there is an option in the project settings to change the default renderer RHI to 12 if you want

upbeat tendon
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dumb question, is there a strong reason for the default to be dx11?

grim ore
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more 11 than 12 compatible?

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consoles are 11 as far as I know for example

upbeat tendon
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ah

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and if i go to dx12, will i take a massive performance hit?

cloud cobalt
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Depends on your game

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But DX12 isn't widely considered faster

grim ore
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also I beleive windows 7 is not dx12?

cloud cobalt
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W10 only

grim ore
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yep so there is a reason why for dx11 default

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and dx12 changes the CPU <-> GPU balance so its not "faster" out of the box it depends on your machine and the way the game is designed

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like for me I can have 80% cpu use and 30% GPU use under DX11 and when I change on DX12 in Division 2 I get 40% CPU and 90% GPU

upbeat tendon
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is dx12 more cpu bound?

cloud cobalt
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DX12 uses CPU more efficiently

upbeat tendon
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oh more gpu bound

cloud cobalt
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But it's a bit slower still

grim ore
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dx12 is a requirement for DXR so thats about the only time you "need" to enable it right now

upbeat tendon
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my cpu is 100% while my gpu is 12%

grim ore
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dx12 might help with that but it depends on the CPU and GPU and cores and blah blah maths and your game setup. basically there is no answer

upbeat tendon
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that is compiling shaders not running the game

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i have a gf 1080

cloud cobalt
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Compiling shaders is purely CPU

grim ore
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oh compiling shaders is 100% cpu

upbeat tendon
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oh well

grim ore
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one shader compiler worker per thread

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so get a 3950x if you want that faster πŸ˜‰

upbeat tendon
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maybe time for an upgrade in the new year

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yeah the new AMD line up looks awesome

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first amd cpu i've had since 2006

grim ore
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I went from a 5820k (6 core) to a 2700x (8 core) on the cheap (just wanted the motherboard for later) and it was a nice little boost to compile times. Now that I have the motherboard and replaced slower memory with faster I am on the hunt for a 3950x. 16 cores.... so much compiling

sharp crest
#

YabyYow back boys

strong mesa
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Hellooo

sharp crest
kindred viper
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Im still rocking the i7 4790k and 32gb of ram. I feel like im a black and white photo in a colour photo age

sharp crest
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I have i7 6k something I think

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only 16 ram lul

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rtx 2080 tho

ancient lotus
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im with ya mark, but 4670k here

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takes a little bit

vivid narwhal
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Sometimes just reading your frickin' blueprints properly is the best method of debugging

sharp crest
ancient lotus
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and then moving them to cpp lol

sharp crest
strong mesa
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@kindred viper are you serious, i'm using a Ryzen 3 1200 With 8gb of ram and AMD Raredon HD 6570 lol

sharp crest
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doubt I can do that

vivid narwhal
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.... Do you not create your own custom event graphs to clean it up? ALSO OH MY GOD NOT A SINGLE COMMENT

strong mesa
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i bet no one even heared of that GPU xD

sharp crest
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lmao

vivid narwhal
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who hurt you?

sharp crest
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dont worry that's old I'm better now

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mostly my stuff are clean but get messy when I keep on adding and have no energy to reorganize

grim ore
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@strong mesa lol that is the same GPU in my wifes all in one machine at work

strong mesa
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I do game Development with it πŸ˜‚

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It's been with me for about 10 years now

grim ore
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yep I started with UE4 on a 3317u intel machine using integrated graphics. Whatever works works πŸ™‚

strong mesa
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8 years *

kindred viper
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hah harsh

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I started on a dual core Intel 2ghz with a radeon card that was about 5 years old. As soon as UE4 came out, I came into some cash and immediately bought this pc with a 970 in it

strong mesa
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I guess yeah, hopefully i'm able to profit from this project i'm making so that i can get something a little better

sharp crest
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indie dev's last words

strong mesa
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Before the Ryzen 3 1200 i had an Intel core 2 duo E serious

lone tapir
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Guys can anyone send an idea how to solve this problem: My VR Hands / Motion Controller doesn't render on top of StereoLayer! Does anyone have any clue how I could solve this? Thank you for your help!

nimble moat
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is there a way to clean an array/delete the contents of it, im using it to save objects but it seems to duplicating on every load of the game (i assume when i save its adding the same items)

sharp crest
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clear node? @nimble moat

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@lone tapir whats StereoLayer?

nimble moat
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@sharp crest perfect thank you

kindred viper
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@nimble moat its literally Clear node

sharp crest
nimble moat
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yeah, usually its never that easy though, atleast for me

strong mesa
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you shouldn't use that thought, i think solving the root of the problem would be better

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if whenever you save it adds items to the array then make the adding of items seprated

nimble moat
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im not experienced enough though to find a different way, basically the player can place items in game and im using an array to save what was placed, but when saving its like "ok player placed 6 items save 6 items" except there was already 6 items there so its setting the array to 12

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12 then 24 etc..

strong mesa
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if the save button executable pin is connected to add items it will do that

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If you show me i'll do it for you

nimble moat
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also i just noticed im an idiot, im saving every loop

lone tapir
sharp crest
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I dont rly know vr stuff so probably better off waiting for someone else and posting in #virtual-reality too @lone tapir

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@nimble moat I bet it took you more time to organize this than actually programming it or whatever

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πŸ‘€ overorganization

nimble moat
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it did actually lmao

sharp crest
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I know I wasn't jokking

lone tapir
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@sharp crest Got it, thanks for the clarification! I had already posted there, but maybe thought it was a more widespread problem. Thanks!

sharp crest
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always good to post here too ShrugColors

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I hate UI so much

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It's so boring

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Someone save me

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This day has just been me looking at UE4 not wanting to do anything

nimble moat
#

i love ui but hate back end stuff haha

sharp crest
nimble moat
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i got bored so making an OS of sorts

sharp crest
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πŸ˜…

nimble moat
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complete with anims too, dunno just bored lol

sharp crest
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nice

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but Idk seems like a waste of time

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cant rly compete

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cool background

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lol

nimble moat
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it is a waste of time i just like designing ui stuff

sharp crest
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wonna design my ui?

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seriously lol if u r that bored dm me come help I'm dying here πŸ˜‚

nimble moat
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lmao i have to go bed soon for work

sharp crest
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rip

kindred viper
#

you paying for UI work?

sharp crest
#

na I can do it myself just lazy

kindred viper
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hah fair enough

sharp crest
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I basically just need to design the layout I bought some nice ui pack

kindred viper
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Im gonna revolutionise UI in Unreal. If I ever get this shit finished πŸ˜„

sharp crest
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u know Astroneer?

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They got cool UI

kindred viper
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nope I dont really get around much with games currently. A few choice titles. But I'm a path of exile player and have played every league since they started, but it always takes up 2 weeks of my time, so I have to crack on with work for the other 10 weeks or I'd get nothing done

sharp crest
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I usually get bored from games after the first hour or 2

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so dont have that issue

sharp crest
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dont revive chat pls I need to work

mint sequoia
#

BlueprintCosmetic uproperty specifier makes sense for UI related work, but does it make sense to slap it on anything that is gameplay related but shouldn't be used by server?

sharp crest
#

did u try googling

mint sequoia
#

Its not really a question for Google

manic pawn
#

it will run on listen servers

#

it's not the opposite of BlueprintAuthorityOnly

mint sequoia
#

Hmm I feel like Cosmetic is misleading

manic pawn
#

why

#

listen servers need cosmetic things

nimble moat
#

is there an easier way to make a clock other than count to 60 then +1 minute EDIT: lmao

mint sequoia
#

Not for that reason

#

It doesn't feel like its specifically for cosmetics

#

Well w/e πŸ€·β€β™‚οΈ

sharp crest
#

@nimble moat just use delay function?

nimble moat
#

yeah i was hoping ue4 had some sort of function that i could just use as a digital clock other than me creating one from scratch

manic pawn
#

oh right

sharp crest
#

oh u can use set timer

manic pawn
#

I wanted to check out that style thing

gleaming narwhal
#

@heavy stratus That seems to be specific to your mocap setup, and doesn't necessarily have anything to do with multi-user

heavy stratus
#

@gleaming narwhal well what I really want to know is. Is it possible to use it while running a multi user session so we can see the live animations. In the multi editor twitch stream. I noticed you were using mocap as the guy on the island while others were browsing the scene

gleaming narwhal
#

Yeah, we're using live link. If your mocap setup only works at run-time, you'll have a problem

#

Multi-user is used during editor time

mint sequoia
#

@nimble moat There is a robust date/time library FDateTime

#

If you're building custom date/time systems you start by reading through that

heavy stratus
#

Ah live link would make sense. But when I asked they told me that Maya live link cannot be done in real time. How did u accomplish this

mint sequoia
#

Also be careful with latent actions like delays @sharp crest because if you repeat a delay properties changing outside of the delay loop wont be updated within the loop, timers are better in this way

nimble moat
#

ive made one manually now 😦 it just counts up the minutes checks if its more than 60 then adds a minute or hour

#

its all i need really

sharp crest
#

I dont rly used that I just made it for someone that wanted a tick loop or something Idk lol @mint sequoia

#

ye timers r better

mint sequoia
#

That's not a valid tick loop πŸ™‚

gleaming narwhal
#

@heavy stratus We're not using Maya at the mocap studio. However, that's pretty much the extent of my knowledge when it comes to our setup, I was only the guy in the suit for a day over there

sharp crest
#

too lazy to explain

#

scroll up to a few days ago

abstract relic
#

There’s only a guy in a suit? 😜

sharp crest
#

UI is boring

vivid narwhal
#

stupid question time

sharp crest
#

Anything but working on UI

vivid narwhal
#

is there a way to find out what blueprint is causing a debug sphere/print string without opening every single blueprint one at a time

fierce tulip
#

@vivid narwhal yes you look good in stockings

vivid narwhal
#

good? Darling I look fabulous

sharp crest
#

do ctrl + f
then search for spheretrace or whatever ur node is called

#

then press the icon that searches in all bps

fierce tulip
#

sorry, I understated my opinion

vivid narwhal
#

I forgive you

uneven fractal
#

Say I have four different boulder foliage with different meshes. If I want to have different destructible meshes for each one is there a better way then having four foliage settings and four different custom static mesh foliage components with the destructible mesh data?

sharp crest
#

I do destruction with the foliage class

near notch
#

Greetings people. I hope some one can help me out with this issue. Project background: I am creating a character BP which can switch between various animals. I am changing the size op capsule for each one. Problem: The character can gets pushed when it comes in contact with the AI. The AI also gets pushed sometimes when it comes in contact with the character although with not as much force. I have not fiddled with the physics settings and neither am I applying any force or impulse. Thank you.

uneven fractal
#

@sharp crest what do you mean?

sharp crest
uneven fractal
#

so you use a custom component?

sharp crest
#

yes

uneven fractal
#

that's the same as what I'm doing I just don't like how for every type of foliage I make I need to add two new files the foliage settings and the component class

sharp crest
#

well u just do one for like 'tree' and then make a child of it with different destructible or whatever

#

the destructible has to be created for each one, cant be coded dynamically so

uneven fractal
#

I was hoping there was a way to put the destructible refrence directly in the foliage settings like they have in ark

#

might be something they coded directly into the engine though

sharp crest
#

thats probably c++ ye

#

what game r u making?

uneven fractal
#

a currently unnamed survival game

sharp crest
#

πŸ‘€ send links or something I will follow

kindred viper
#

I'm playing a survival game atm called my life. Doing ok but its going downhill. Think I need a DLC with some new loot.

sharp crest
#

weird flex but ok

kindred viper
#

hardly a flex. Im about to go broke

sharp crest
#

lol

#

I can buy u for half price if it's on steam

#

dm me

pliant yoke
#

is there a way to make visibility channel traces sensitive to material opacity masks?

kindred viper
#

im gonna be pimping my l336 UE3.9 skills soon to pay for things.

sharp crest
#

nope @pliant yoke

pliant yoke
#

any popular workarounds?

sharp crest
#

hm no idea

#

gotta be creative with that one

pliant yoke
#

hmm alright

uneven fractal
#

is there anyway to use the lod mesh reduction tool on the lod 0?

#

I guess I can just force it to use lod 1 instead of 0 to start

merry oasis
#

Hey I am having trouble creating a HUD if anyone could help please?
Health, Stamina, Ammo works fine. Instead of 32/96 ammo/max ammo, I am trying to display Ammo (in mag) on one line and the second line is for Mags (total remaining), But I want to use 3 small images, that will be removed when you reload, added when ammo is picked up. Currently I have the mag images set as EditableTextBoxed in a HorizontalBox widget

#

any help would be great!

sharp crest
#

whats the issue?

#

brb

merry oasis
#

I do not know how to incorporate the EditableTextBoxes into my bp

#

once all ammo is spent, I have a line returning out of ammo, which works as well, the images themselves I just cannot figure out how to remove/add

uneven fractal
#

same way you remove any other widget

#

remove from parent

#

alternativily set visibility to collapsed to make it invisible but keeps the refrence so you make it visible again instead of making a new image

merry oasis
#

Thank you!! I am completely new to ue4, but have some programming background

#

have has such a hard time finding good info on google

#

lol

sharp crest
#

what did you search to find the solution to that? thinkDerp @merry oasis

frozen pond
#

any idea of making tree cuting ? like in the forest ?

sharp crest
#

well you would need 2 meshes

#

I'm sure there are many youtube tutorials on that

pseudo swift
#

guys is there a way to load an autosave if I cancelled the option presented when re-opening the project ?

uneven fractal
#

I know how but I'm not in the mood to write the dissertation required to explain it to you

sharp crest
#

@pseudo swift yea it's in Project/Saved/AutoSaves

#

just find the file you want to restore, remove the date name or whatever, and replace it with the old file in Project/Content

uneven fractal
#

to start with you can place static meshes using the foliage tool

frozen pond
#

@sharp crest what about destroying it while cutting ?

sharp crest
#

well u can change the material/mesh, or use decal, again - google/youtube it

#

first video result

#

It's really not that hard to google

#

actually it was the second

plush yew
#

google is hard man

sharp crest
#

but first one was short so obviously no tutorial there

plush yew
#

🀑

sharp crest
#

πŸ˜…

plush yew
#

it does take a minimum of expereience to search online

pseudo swift
#

thanks @sharp crest got it restored:)

plush yew
#

keywords

sharp crest
#

gotta practice then!

frozen pond
#

seen that one before, not what im looking for, looking for something more let say interesting ?

sharp crest
#

I can't design the game for you, you will have to explain what you need or actually try my suggestion and google hdsmileytbjbu2

swift spindle
#

Need a bot to auto google shit for ppl and pm them

sharp crest
#

πŸ˜‚

swift spindle
#

I almost made one for a boss once

sharp crest
sharp crest
#

screenshot ur graph

#

did u print the file object to see if it's valid or not?

#

not what I asked

#

pretty sure this says u need to use .ogg

nimble moat
#

am i doing this right?

sharp crest
#

also I dont suggest having the file in your content folder, dont think that will get packaged and if it will it will be in pak which wont work for you @autumn crystal

nimble moat
#

and ogg file sizes are huge if i remember

sharp crest
#

@nimble moat try deleting the function and readding the event
anyways this is a trouble way to do this, it runs every tick
do it from construct or a tick with delay or something

#

what do you need this sound file loader for? @autumn crystal

#

maybe there is a different solution to what u want

nimble moat
#

it wont let you change text from the event graph?

sharp crest
#

hm ok no idea what u mean there πŸ˜… @autumn crystal

nimble moat
#

jesus christ, that 1 checkbox has been ruining my life

sharp crest
#

πŸ˜…

#

wut

nimble moat
#

use a switch?

sharp crest
#

there are cool things called variables

#

no idea then, maybe try contacting the plugin author

#

but I still dont get why u need that

nimble moat
#

using a plugin to play ogg files? what

sharp crest
#

how would u do it without a plugin? @nimble moat

nimble moat
#

why not just use the normal player?

#

and .wav

sharp crest
#

he is doing it from an imported file

#

and he doesnt realize he can just use a variable

#

lol

#

yes

#

explain what u want to do with more details and I will tell u how

#

but u def dont need to do this for a selectable music option

nimble moat
#

use a custom event and call it when a button is pressed to stop all music and play a new track

sharp crest
#

brb

#

like, their own custom music?

#

ahh then u need that alright

#

is it still not working?

#

working or not working

#

lol alright

nimble moat
#

whats wrong with this

#

im trying to help the other dude lol

#

i think it would work with what he wants

sharp crest
#

o

#

no

#

he wants custom music

nimble moat
#

custom how

sharp crest
#

like user added music

nimble moat
#

ohhhh

#

that would be something id be interested in too tbh

#

although i feel like a plugin might definitely be needed

sharp crest
#

nothing about mp3 on the marketplace so u r out of luck

#

UI is boring

#

#3

#

ok now I'm actually going to work on this and finish....

#

I promise... maybe..

#

Idk I have to do some ui stuff for my game

#

and it's boring

nimble moat
#

@sharp crest do you do ue4 for a job?

sharp crest
#

trying πŸ˜…
my last game did ok ish but most of my income is not from ue4 games still
I do ue4 full time cuz I have money from other stuff atm

#

so who wants to do my ui

#

rip

#

I mean I have the style done I just need to like lay it out for everything I need and stuff

#

Idk

#

boring

nimble moat
#

so you work from home or?

sharp crest
#

I dont rly work I have income from previous games not in ue4

nimble moat
#

Ah

#

id love to do ue as a job, i work as a cnc engineer irl which doesnt leave me with much time to learn more

sharp crest
#

@nimble moat me too, but market is tough and good games take time..

#

eventually if you stick to it it should work

nimble moat
#

i feel itd be one of those things tho where its fun in free time but if you did it as a job youd not like it

sharp crest
#

well, Idk, for example I'm forced to sometimes do updates for my previous games to keep em alive, I dont really enjoy it, but I mean I like programming in general so it's not too bad, and sometimes I make things that excite me.
it's not too bad πŸ˜…

#

starting a new project, and seeing it successful are the 2 most fun things in this

nimble moat
#

id love to have people actually play and enjoy what id make

sharp crest
#

cant rly help u with that still trying to figure out how to do that with 3d games πŸ˜… but.. yea it is nice

#

guys u have one last chance
who wants to do my ui

nimble moat
#

i would but i really need to sleep lol

sharp crest
#

πŸ˜‚

#

go to sleep then

nimble moat
#

i cant i have unfinished things on my ui lmaoo

sharp crest
#

ok let's do this

#

finishing this ui shit now

sharp crest
#

OMG

#

I THINK IT CRASHED

#

AND I DID SO MUCH

#

OMG RAGE Pepemadrage

nimble moat
#

big rip

#

massive rip

sharp crest
#

OMGGGGGGGGGGGGGGGGGGG

#

IT CRASHED

#

I'M GOING TO CRY

nimble moat
#

it mightve auto saved

sharp crest
#

I think I saved some

#

so not all is lost

south ridge
#

This is the day you learn to mash the save button after every single action you take

#

Like the rest of us

sharp crest
#

I think I saved a few times

dim plover
#

Honestly, I practically hit Ctrl + S after every word.

sharp crest
#

Yea I used to do that lol

south ridge
#

I will ctrl+s sometimes after ctrl+s just to double make sure

nimble moat
#

i do that lol

sharp crest
#

I do that too lol

nimble moat
#

or more like ctrl s s s s s s s

sharp crest
#

xD

#

ok guess it's gonna load forever now

#

gonna go to eat

#

and hope it saved some..

pseudo swift
#

guys when I move my keyframes in my timeline it changes the geographical position of my animated kamera

sharp crest
#

fuck I forget to take a screenshot of what I did lol I always do that when it's about to crash

pseudo swift
#

i just wanna re-time the animation

sharp crest
#

forget this time, was too ragy lul

pseudo swift
#

anybody know why?

sharp crest
#

omg fml it barely saved

#

time to speedrun

pseudo swift
#

i need to move my selected keys 100 frames back

#

but when dragging by mouse it changes my environment

#

there must be another way of adjusting them without affecting the objects physical positions

#

keyframing in unreal is literally hell

nimble moat
#

carl your having no luck are you

pseudo swift
#

haha its just acting so weird

#

im not using unreal for building games but for animation and its rough sometimes

#

since its not made for it

#

well again, it is, but at the same time its not

#

i dont know any other timeline that works like this, blender, AE, c4d etc. its just weird

swift spindle
#

@pseudo swift you can set local vs absolute

strong mesa
#

What Are most populare uses for local variables ?!

normal burrow
#

temporary things?!

uneven fractal
#

is there anyway to dynamically remove landscape grass in a set area?

autumn grail
#

Hi , i need to know how to package a project which use World composition. when the game load my character fall through the ocean and there is no map loaded

swift spindle
#

@autumn grail that's easy.. right click on the level and set to always loaded instead of load from blueprint

autumn grail
#

I try it

#

i can't find it when i right click

swift spindle
#

gimi a min to get u screenies

autumn grail
#

thank you vmuch

swift spindle
autumn grail
#

I havent got it maybe because i'm on 4.22?

swift spindle
#

no... it's been around for years

#

window > levels

autumn grail
hoary vortex
#

Not sure where to post this but I'm having trouble deleting an object which has LODs and its giving me an error saying that they're in use (the object isnt placed anywhere on the map) and its telling me to try loading the engine with NoLoadStartupPackages but I have no idea how

#

There are no documentations on it and I cant find solutions anywhere else, any help is appreciated.

sharp crest
#

@uneven fractal you need to add a layer that removes the grass

autumn grail
#

i have found a guy who have the same problem , the option is not shown in the window *

#

I try with 4.23

swift spindle
#

I missread your stuff

#

your using world composistion

autumn grail
#

yes

swift spindle
#

so your levels are unloaded

uneven fractal
#

@sharp crest I'm guessing a map sized render target isn't possible for that?

autumn grail
#

@swift spindle no my levels are loaded

swift spindle
#

the instructions say if they are grey they are unloaded

autumn grail
#

i have loaded just now there is no the options

sharp crest
#

@uneven fractal not sure what u mean

#

but I would try googling it

uneven fractal
#

that's the only way to get a dynamic map of where to mask the grass

sharp crest
#

ahh I see

#

hmm Idk

#

maybe make it an alpha brush thing and paint the erase grass layer with it

plush yew
#

is UE4 bad at streaming?

swift spindle
#

no

#

lol

plush yew
#

many games have texture pop in or game freezing to load stuff

swift spindle
#

that's almost always your HDD / setup

#

and the fact is.. ue4 is a AAA engine.. it's designed for high end content for the most part.. as a result.. far more is loaded then a lower level engine would

sharp crest
#

^

plush yew
#

streaming can't be done with hdd?

uneven fractal
#

not really

#

hdd are dinosaurs

swift spindle
#

well of course it can.. it's just slower....

#

@plush yew what exactly is your question ?

ripe saffron
#

in regards to streaming ...I have a persistent level with only streaming tech in it. I build all my streaming levels separately and fine when play in editor but complains reflection captures need rebuilding in standalone and packaged. I cant see anything wrong so I assume this message is just because i'm not building in the persistent level. Does this sound right?

open eagle
#

How can I have my BlueprintNativeEvents be replicated?

sharp crest
#

u mean custom events?

#

@open eagle

open eagle
#

yea

#

in c++

#

I want to make a BlueprintNativeEvent in c++ and have it be replicated

#

not a blueprint custom event

sharp crest
#

Idk google it

#

pretty sure I done it once but too lazy to find the file lul

uneven fractal
#

I have player placed structures so I want the grass to disappear when I place a structure on top of it

sharp crest
#

ahh
maybe try doing that with the material instead @uneven fractal

uneven fractal
#

what do you mean "instead"

#

that's the only way you can do it in theory

uneven fractal
high stream
#

Hello, how do you make a third person camera possess-able by a VP Root Actor?

#

Is it possible to do this? I have a cine camera actor as a component of the third person character blueprint (it’s attached to the camera boom component) and my brain is all over the place trying to figure out how to achieve this

rich helm
#

Can someone give me an invite link to Unreal Slackers lol

#

Ok i found it

normal burrow
#

its broke or something grass

onyx ferry
#

hi guys, i'm trying to get into developing vr games with unreal and i have no experience with coding outside of highschool. but unreals blueprints are amazing. i just wanna know how anybody starts to learn to develop with unreal. especially for vr using only blueprints. i don't think i'm learning what i need to learn from youtube. there's not much help for vr with ik body and the little that is there, i can only follow but not understand. where do you suggest i start?

versed spear
#

So, I was getting editor crashes constantly. It was related to my gpu. D3D11 error device reset. I set my editor exe to run in compatibility windows 7 and now its not crashing the editor anymore. Anyone know why it would make a difference?

swift spindle
#

its likely your gpu is a tad underpowered for your project and it's timing out so windows terminates the gpu driver and restarts it

#

@onyx ferry building an IK body for 3 point is a difficult task... there are VR templates out there already.. google is your friend πŸ™‚

versed spear
#

Yea that is the case. I'm just wondering why compatibility windows 7 runs better with my gpu.

onyx ferry
#

but that is how everybody starts?

swift spindle
#

@versed spear changes the timeout rate

#

@onyx ferry yes.. templates are key

versed spear
#

ah got you now I understand.

onyx ferry
#

thank you so much!

swift spindle
#

unreal ships with a bunch of them. And there are templates for most types of projects out there already

sleek spear
#

out of curiosity, anyone knows the price range of the new twinmotion version?

gaunt tide
#

So I have a little problem. When I hit my play button on my main menu I can go to the minimal_default level in the third person template and my hud loads fine but if I try and make the β€œopen level” inside the main menu hud widget set to β€œMyWorld” instead of β€œminimal_default”, it doesn’t load my map I created but it does load my hud. Have created light mass importance volume, as well as a sky light, And player start.

sterile surge
#

@gaunt tide it sounds like this should work fine. Could we get a screenshot of the hud code and the level you're loading?

gaunt tide
#

Yes I will in a second. I just found out that UE4 is saving files to my SSD instead of my HDD like it needs to which filled up my SSD and is causing my Pc to crash. I currently can not access anything to include Epic Games Launcher, Discord or Steam atm.

#

@sterile surge

#

Yeah UE4 file size is currently at 400GB on my SSD.

sterile surge
#

oh that hurts

gaunt tide
#

Idk how or why it put the directory onto my SSD when everything else is on my HDD.

#

Plus the assets I have loaded only equate to about 20GB so idk what UE4 is doing anymore.

sterile surge
#

It is probably the asset vault cache

brazen cairn
#

why is it 400 GB?

#

do you have like, every single ue4 version?

gaunt tide
#

Nope I only have the newest version

brazen cairn
#

then it must be vault cache

gaunt tide
brazen cairn
#

ohvgod

radiant fox
#

gOD dang!

sterile surge
#

I would close epic games launcher and delete that folder. since its in the AppData folder, it's more of a buffer.

radiant fox
#

I need help lol

gaunt tide
#

How can I prevent this from happening again?

radiant fox
#

no idea

sterile surge
#

i'm looking into it, but i'm pretty sure that there is an option in the launcher that stops it from caching the entire vault

radiant fox
#

I need help, how do I disable an input UNTIL you do something to enable it, like collide with a trigger box, or when a sound plays?

sterile surge
#

@radiant fox what I would do is have a boolean flag that is true when you want the input to fire. Then just add an if/branch first in the input to check if the flag is true

gaunt tide
#

Yeah my PC is deleting the entire folder but it’s just causing more problems than it’s fixing. It’s looking more towards a fresh install of Windows rn.

radiant fox
#

okay, i'll try that and tell you if it doesnt work BlobbleWobble

sterile surge
#

@gaunt tide Ok I found the option. In the launcher, then settings, towards the bottom is Edit Vault Cache Location. Set the location where you want it, then reset the vault. This will clear it and move it

gaunt tide
#

Dang. Funny thing is the vault cache is set to my HDD...

sterile surge
#

I would still reset it

grim ore
#

that is the DDC not the vault cache

gaunt tide
#

Alright reset it. But am currently deleting 300GB+ from the SSD.

grim ore
#

you can change it to a local DDC if you want so its in the project directory. You would still probably have the engine DDC however in your appdata unless you mess with some of the config files in the engine directory

gaunt tide
#

Yeah I only messed with a couple files to try and direct all the data for everything UE4 to my HDD since projects tend to take up a lot of space. This didn’t happened until just recently when I started importing tiled landscapes into UE4

#

Figured it shouldn’t of caused problems since everything else game developement related is on my HDD.

#

@grim ore I feel kinda dumb asking but how would I be able to keep all files for UE4 on my HDD with minimal going to my SSD?

#

Because I initially thought that is how I had it setup and for the first year never had issues up until recently

swift spindle
#

@gaunt tide are you using "source" version of unreal ?

gaunt tide
#

Not that I know of. Just downloaded epic games launcher. Hit install Unreal Engine 4.22.3

#

Well after deleting the 305GB of data from my SSD looks like it also includes deleting my entire project. Not that big of a deal but that means it wasnt saving data to my HDD in the first place.

#

Checked the directories and they are all showing pathing to my HDD.

radiant fox
#

I need the Tick event to go to more than one output but it only goes to one, can someone tell me how to make it work with more than one output?

#

nvm i think a sequence node might work

gaunt tide
#

^

radiant fox
sterile surge
#

The check should be in the use event

#

otherwise you're enabling/disabling input on every tick

radiant fox
#

how would I do that? sorry, im not that good with this stuff lmao

sterile surge
#

off the pressed exec on the use event, put the branch with use. if its true, then allow whatever is supposed to happen in the use event

light coyote
#

@grim ore
Hey mathew, i have an issue with something i left aside and im struggling a bit to get it done.
I will eventualy get there. But i thougt you may have intrest on doing a video about it, or maybe can be split to 2 or 3.

However, its just a thought and it may not fit your chanel. Its ok if you dont like it. Should i mention it here, or direct msg you?

radiant fox
#

bruh im so confused

uneven fractal
#

how do I enable the old system where you could right click a static mesh file to generate a destructible mesh?

radiant fox
#

i suck a

light coyote
#

I dont have much time and its not super important, that is why i left it aside.
But i do belive is something intresting to know, and that they are other peopple who will be intrested, and who are also trying something similar. @grim ore

sterile surge
#

Don't sweat it man. Move the branch you have in the tick to the use. That way when use is called, it checks if it can actually do it.

radiant fox
#

like this? I did that and it was still activating the thing that shouldn't be enabled yet

sterile surge
#

I saw earlier that use is set True during begin play. Should it only be enabled when something is triggered?

radiant fox
#

yes

sterile surge
#

Ok, so you want use to be false by default, which it is. When do you want use to be True?

radiant fox
#

after a sound plays

sterile surge
#

after the sound is over or when it starts?

radiant fox
#

when the sound starts

uneven fractal
#

migrating my entire project was more painless then I expected

sterile surge
#

Ok, so the code you have looks good. Is the use event enabling or disabling input when it's called?

#

I also have to ask, why have the check in the first place? The sound is played on BeginPlay, so why have the disable input?

radiant fox
#

is this messing something up? this is what it should be doing when it is like enabled and stuff, and the sound isn't played at the beginning its play after you collide with a trigger box a bit later

#

i just moved all of that stuff to the branch area in the bp and imma see how it works

sterile surge
#

It looks like use is being called once from the first blueprint, probably a character, and again in this image. the disable/enable input in the character blueprint won't stop the latter from firing

radiant fox
#

90% of my stuff takes place in the level bp, so does those 2 things... it looks like its being enable when it should be now, but I want the release to be doing something aswell

#

but i cant because of... y'know... idk how to explain it lol

sterile surge
#

do you want release to do something different or the same as pressed?

radiant fox
#

something different, I got it to work for now tho

sterile surge
#

I also saw that one of the images had pressed and released going into the same branch. You would want separate branches for pressed and released. Don't know if this is how you're code is setup right now. Good to know that the code works for the most part right now though.

radiant fox
#

yup, i did separate branches and now it works how i want it! thanks man!

sterile surge
#

No problem, at least I could help one person tonight. No idea what's happening with MrSandman though. That's wack

radiant fox
#

lmaoo me either like wtf Lol

#

you legit made my night better tho, i was just gonna give up lmao

sterile surge
#

Can't give up. That's how projects die

radiant fox
#

you're right @sterile surge

#

im happy i didnt because ive been working on and off on this project for 5 months lmaoo

sterile surge
#

Nice. Keep pushing.

radiant fox
#

yup, these past 2 weeks ive been working on it non stop

plush yew
#

Hello, is there in Unreal an equivalent of Unity's assetbundles? Basically what I would need to do is to let the user choose and download into my software new meshes, materials, Maps and so on at runtime, without the need of including them into the Unreal project

sterile surge
#

Unreal doesn't have a feature like assetbundles. I can't think of a way to get assets at runtime, but maybe someone else can think of a way.

plush yew
#

Thanks, that's what I thought. So there isn't any way to support, let's say, user created levels, other than mods?

sterile surge
#

All I can think of is using a mod with an abstract loading system to add user-created maps

undone cedar
#

because i want open c++ code, not blueprint class

gaunt tide
#

@sterile surge Didnt you ask me earlier for a screenshot of a few of my blueprints to figure out why my landscape isnt spawning but the default ones are?

sterile surge
#

Oh yeah. I was wondering if the level was actually loading but the lighting was off since you said that the hud and everything loaded but the screen was black

gaunt tide
#

Even when I build the lighting

#

For one reason or another too when I try level streaming it doesnt like my tiles too much

#

Probably put too much on my plate for a solo dev.

sterile surge
#

I'm not that well versed in level streaming, but I know that there are a bunch of tutorials on level streaming. Just remembered to not get put off by the pressure as a solo dev. This is just a learning experience.

gaunt tide
#

Yeah. Ive watched a ton of tutorials. I think its mostly because my level is rather complex without any sort of foliage and buildings. The landscape is 64km^2. 31x31 tiles at a resolution of 2017. My heightmap is 961 tiles total. Than I have 3 heightmaps for high, mid, and low angles for texturing so 961(3 times for the three angles). I mean it takes over 2hrs just to import the tiled landscape but once I do manage to load it into my game I get stuck at getting the player to spawn on the first tile x00_y00 even with the level loaded.

sterile surge
#

Sorry man, I've got nothing. Just keep poking at it and it'll pop eventually.

gaunt tide
#

Yeah ill probably just have to go to with a 8km^2. Even after building the lighting and adding the required components. When I hit "unlit" the terrain lights up and when I hit "lit" the terrain is dark

#

So I have no clue lol

cosmic veldt
#

Guy's how can I manipulate dynamic parameters of the layered materials in blueprint? It seems set material node only effects the background layer.

noble zodiac
#

Hey hivemind! i got a problem opening a 4.22 in 4.23 its asking for a plugin called ConcertForntend that it cannot find. Any clue what this is ? Thanx!

brazen cairn
#

is there a specific tool you need to get from marketplace or make something yourself

runic iron
#

Maybe just a concept they used ? Do youhave the source ?

#

@brazen cairn

plush yew
#

Hi ! im trying to make a structure and put that as basic stats to my character, bud i think im pretty noob at that :p , is there something i did do wrong or is there a simple node that can make this happen ? so i can make my first attributes ingame to finely make skills that comsume the attributes and even got stronger if my attributes are higher ?

brazen cairn
#

yes i do

#

its from this video

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creators of the sinking city

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@runic iron

runic iron
#

Pretty sure it's a private tool they developped for their game

#

Yeah it's definitely that, looks nice

honest vale
#
Unreal Engine

As with any open world game, one of the main challenges is to create a world that doesn’t get boring - both from a gameplay and visual point of view. Today, we want to talk to you about a solution that we created in Unreal Engine 4 that will help us with the latter.

lapis vine
#

Was custom tool.

#

But I think there were few marketplace thingies on that topic...

brazen cairn
#

oh

#

well rip

lapis vine
#

Depends what you need I guess. If its not runtime generation, you can pretty well manage with some of these tools.

brazen cairn
#

I cant find anything similar to city generator

#

or maybe i just cant type in the correct key words

lapis vine
#

Well, I think it was more like building generator. So you can easily make meshes/actors and then spread them over.

brazen cairn
#

i have quite a lot of building models/prefabs ready

#

i just needed something similar to City generator because it might help me cut down so much of work

lapis vine
#

That a big city? At runtime or you can build it in advance

wary wave
#

if you need a 'city generator', you probably want to make one that works for your game

brazen cairn
#

oh

lapis vine
#

Yeah... Kinda. If you work on stupid grid, can do it easily. But not sure what your goal is.

runic iron
#

Thing is what's faster between making a procgen tool or placing your buildings by hand

#

Ask yourself that question depending of what results you want

dim merlin
#

anyone familiar with quixel bridge and how to do landscape materials with it?

fierce crest
#

@mich I ve just used one of the brushify landscapematerial and changed the textures and some foliage to quixel ones.

#

But i am curios if you find a better solution πŸ˜‰

ornate ice
#

Good morning?

#

People is there any object in the game world that initialize first than everybody where I can spawn all my actors at the beginning of the game?

#

I know for sure that the game mode doesn't do that

#

actually the game mode seems to initialize at last

#

lol

fierce forge
#

hello , when i try to open a project it load but not opening , what i can do ?

mossy nymph
#

@ornate ice all actors from the package are loaded before the gamemode is spawned

#

but GameMode is spawned, and spawns GameState, before BeginPlay is called on the World

#

it actually contains the code that triggers World's BeginPlay - which calls BeginPlay on all the Actors

ornate ice
#

thats interesting cause I've made some tests

#

and for example if I initialize some actors

#

in the GameMode

#

I have to make a small 0.2 delay

#

to be able to fetch them

#

in other actors

#

for example I decide to spawn the QuestManager from the GameMode

#

and I want to fetch it from BP_Player

#

I have to make a small delay in my begin play

#

to be able to find the QuestManager

#

otherwise it wont find it

sterile geyser
#

I have something that works as intended but continually throws me annoying errors...

#

Any advice here?:

jaunty quiver
#

Any one had a weird bug where steam vr forced the game in the left corner ?

jaunty quiver
#

Valdate it

#

Validate*

#

Check if its valid before you call it

mossy nymph
#

@ornate ice the order of BeginPlay calls is not guaranteed

#

you can do it without delay if you inject their dependencies as you spawn them

sterile geyser
#

Simple as that, thanks Lettuce.

#

Worked perfectly.

mossy nymph
#

or cache them inside the GameMode itself (or some other easily accessible place)

#

then access via GetGameMode->Cast->GetQuestManager

ornate ice
#

thats what I do

#

but as I said for example

#

if I have a player start object in the world

#

and as soon as the player shows up

#

I try to make the cast

jaunty quiver
#

@sterile geyser No worries, but you will still need to add some logic. So once the thing spawns trigger an event to do the rest of the logic you need. Because if its not valid the error will go away but w.e you're doing after it will too

ornate ice
#

it seems that the QuestManager still doesn't exist

mossy nymph
#

if it was spawned before the character, or before you called BeginPlay on the world, it will exist

jaunty quiver
#

Hi sorry to interrupt, but @mossy nymph when you've finished helping this gentleman. Could you please have a quick think, if you know any reason why in 4.23 when running steam VR it breaks the fullscreen and causes it to go in the top corner

mossy nymph
#

i don't know, sorry, 4.22 and not using VR

jaunty quiver
#

Okay no worries, thank you.

mossy nymph
#

if you spawned the QuestManager before the Character you could even inject the reference directly, although i much prefer having static accessors (Blueprint Function Library) to fetch one of a kind Actors

lyric tusk
#

Does anyone know what degenerate triangles are

#

I tried to do cloth sim and it's giving mr degenerate triangles error at first I thought it was vertex overlapping but in Maya i checked and no vertex overlapped

mossy nymph
#

quick google search says its a triangle with all 3 sides parallel - it will have a + b = c relation between its sides

jaunty quiver
#

Is there a way to change hte package name without changing the project name ?

lyric tusk
#

In settings u can do it in packaging

#

If i remember

jaunty quiver
#

Just the packagename but that doesn't change the name of the exe

lyric tusk
#

And also how do i solve degenerate triangles

abstract relic
#

Basically when a triangle is stretched to an absurd degree

jaunty quiver
#

The project name i mean

cloud cobalt
#

I'm pretty sure you need to rename the project.

jaunty quiver
#

Yeah thats what i know of as well... which really sucks

lyric tusk
#

But it's not the triangles are not stretched

#

The mesh flow is equally distributed

cloud cobalt
#

@jaunty quiver Should be a rather quick operation tbh

plain snow
#

i think i have ran into an issue, I need my Ai character to play an animation when walking threw a box trigger. So far i am having no luck. Anyone got any pointers

jaunty quiver
#

Hopefully im running a source version of 4.23

plain snow
#

i am at a loss :/

jaunty quiver
#

Well animationstate tree or just directly play the montage

plain snow
#

i tried the montage it wont play

jaunty quiver
#

Strange send a screenshot. If i remeber correctly

plain snow
#

animation state haven't tried that

jaunty quiver
#

you need to create an animation group

#

and then set that group in your animation blueprint

#

and it should work

plain snow
#

it works like that for an ai character too/

#

?

#

goona give it a shot i will post screenshots if it doest work

#

ty

jaunty quiver
#

Well the AI character is just a character with an AI controller as oppose to a player controller

#

everything else is the same

stray marsh
plain snow
#

i have created a animation montage will that work

#

with the box trigger

lyric tusk
#

Use ditherAA

stray marsh
#

ditherAA doenst really give me a smooth affect

lyric tusk
#

@stray marsh in the material of the cylinder object add a dither mf and multiple it with a scalar and then have it plugged in the pixel offset depth

#

It works for me

lyric tusk
#

U can use a plane with spine to create like a skirt around a object which is your focus to have it nore blended

#

Like a skirt

abstract relic
#

Ah that’s easy. Make a depth blend using pixel offset.

lyric tusk
#

That works too^

plain snow
#

trying to get that montage to play when going threw the trigger box

stray marsh
abstract relic
fierce forge
#

hello , when i open ue4 it load but after nothing , it is not opening

cloud cobalt
#

What do you see ?

abstract relic
#

Show us the crash log

cloud cobalt
#

I'm guessing this is just a "stuck at 45%" question

abstract relic
#

In Saved folder

sharp crest
#

@stray marsh your rock is hot

fierce forge
#

just close without crash

sharp crest
#

(sry I have something with ue4 rocks they are just so hot)

fierce forge
#

i see loading and after some seconds it's closing

abstract relic
#

That’s a crash

fierce forge
#

not like a normally

cloud cobalt
#

If it's a crash there is a crash reporter

fierce forge
#

where i can see the crash log ?

abstract relic
#

Again. Saved folder

fierce forge
#

this is not for a project

#

it's for ue4 not a ue4 project

abstract relic
#

Launch it in vs then

sharp crest
#

@fierce forge I like your avatar

fierce forge
#

πŸ˜„

sharp crest
#

Btw my editor crashed because I pressed ctrl z that's why I'm here

#

didnt even crash, just been not responding for like 10 mins

#

if anyone knows what I need to upgrade in my pc to fix it let me know lol

#

project still loading

#

someone revive chat pls

fierce forge
#

@abstract relic if i launch ue4 project is same like ue4 without project

sharp crest
#

whats the issue?

fierce forge
#

when i open ue4 after some seconds it will close

sharp crest
#

wdym close

#

just randomly close?

#

or crash?

#

or not responding

fierce forge
#

randomly

sharp crest
#

u mean the ue4 project loader thing?
when u can create a project?

abstract relic
#

Still need a crash log. All we can do is nod without it

fierce forge
#

where is the crash logggG?

sharp crest
#

did u try reinstalling?

fierce forge
#

i tried

sharp crest
#

buy a new pc then?

lyric tusk
#

And i found the solution for the degenerate triangles

fierce forge
#

i have a good pc

sharp crest
#

well seeing as u have a minecraft skin in the avatar

fierce forge
#

gtx 1060 , 16 gb ram , amd fx 8370

sharp crest
#

I doubt that

abstract relic
#

Launch the engine in vs if you can’t be bothered

fierce forge
#

@sharp crest it's my youtube channel avatar

sharp crest
#

o no

cloud cobalt
#

Mostly you should just check in Saved if you can find crash logs, again.

fierce tulip
#

@sharp crest play nice.

sharp crest
#

I'm jokking but ok

#

well whats the issue anyways just create the project before it closes? @fierce forge

fierce forge
#

@cloud cobalt where is Saved ?

cloud cobalt
#

In your project dir.