#ue4-general
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what do i do with the object
ok I give up
no
hey so this is the first this happens to me
when I click on actors
or anything really
I cant move them
it just outlines them
@nimble moat 
the slotname is your savename dont just set it to night1 you will wanna use it for something else
also set the 0 to a 1
oh okay lol
also is that line your setter?
as in, is that the line that tells the game whether its day or night
anyone know how I can fix my problem?
No... but i have 0 clue how to explain it
well whatever you are using to set the 0 & 1 for nighttime make sure you also use Save game to slot (if not it will not save obviously)
https://cdn.discordapp.com/attachments/225448446956404738/650390547269419008/unknown.png if anyone knows why I cant move the actors in my level, itd be great xd
perfect @radiant fox
okayyy
now whenever you wanna check if its nighttime just load game from slot, cast, get is it night
okay
@timid jacinth How are you doing the networking rn?
did i do this all correctly? @nimble moat
ok lol
How many types of trees, grass, and bushes do you guys normally use in your open worlds?
Dylan do you know why this node doesn't work at all?
it doesn't send any information to "Event Anydamage" or "Event Radial damage"
I've gotten bullets to send information through both "Event anydamage" and "Event Pointdamage"
anyone please?
I cant work on my project until I fix this
When I select stuff, the icon to move them doesnt appear anymore
Did to try switching them to stationary objects than moving them?
move the pivot @molten path
@opal berry I wish I could help
np
@opal berry With animation bps there's two parts
the anim graph and event graph
the eventgraph updates all the parts you need for the animations
e.g. speed or if there's aiming
then the anim graph blends the animations together
Omg finally loaded the Kite Demo trees into my tiled landscape and still hitting 100fps+
Hey guys, I would like to create some scene and sell them on the marketplace to make me a bit of pocket money, but I'm not really sure what kind of scene I should do. I mean, I have a lot of idea of course, but why kind of scene would you buy guys?
I would go ask that maybe in the marketplace chat
Oki
@timid jacinth Hmmm interesting, have you tried posting in the multiplayer chat?
Well ig my character no longer interact with terrain. They spawn above the terrain and fall right through now...
All I did was add trees xD
Anything below 4.24 is stable
That's a darn good question, I havem
not dealt with that before.
@autumn crystal In C++, and I don't mean unreal you would generally get the Window Context and test for a out of focus message, you might try Unreal Documentation and see if they have something similar.
I'd seriously consider using C++ for that
@vivid narwhal Is there a Unreal version of that or do you just use straight Windows C++ to get the window?
There must be a better way to find the right debug on AI nodes? I've gone through every single one and it's still not showing me the debug
You likely can't do it then upside down
you know what right, if youve used blueprints for so long its familiar enough to pick up easily
How I missed that ?
wrong channel hev?
^
^^
wops
@vivid narwhal Blueprints builds into C++ source in the back end, you should have a .sln in the source you can load up anyways I would think. I always do C++ projects to I can mix both, but I haven't used straight blue prints ever.
@autumn crystal Are you using Windows, Linux or Mac?
believe your wrong though upsidedown name
I use straight blueprints mostly because of quick prototyping than eventually go to C++
@autumn crystal Why cant you use Visual Studio on Windows? Low RAM?
to compile your own project using the launcher 16gb should be fine
@autumn crystal I bet I know why. Go to Settings, go into APPS and then select features. Select .Net 4.0
@autumn crystal Once The .Net 4.0 is INstalled try installing Visual Studio Community Edition 2017
Visual Studio Uses the .Net Framework
C++ is installed via selecting during installation
you also select the Unreal Components During install
@autumn crystal The problem is your probably not selecting the proper components during installation of Microsoft Visual Studio
@autumn crystal I'm trying to figure out why Visual Studio Wouldn't Run on Windows with 16GB ram
no reason the installer should fail. if your trying to build from github source or something upside down you don't need to do all that. as far as window focus i think its clear theres no way to do this. without c++ fillin
@autumn crystal What version of Windows Are you running? 10?
yall are like me, wont settle until you know why something wont work, i like yall
its definitely possible it doesnt run and it can be software related. For example there is a node.js debug variable that will prevent the VS installer from running
@autumn crystal Ahh I know why its your factory version. The initial Windows 10 had a defect. The updater would not update properly to the latest windows 10
@autumn crystal I had the same problem
@dry merlin was your reply to me in relation to debugging?
@autumn crystal It would get stuck in the update because of the registry entries and so would keep trying to upgrade but fial
Questionnnnnnnn
but yea matheww brings up a point. though it sounds like your able to install, just does not work yea? either way i think this is the key to getting focus status
If I'm making a multiplayer game is it a bad idea to use an actual weapon actor and a projectile actor, can I reference them back to a specific character?
As an example: If bullet kills enemy, add exp
@vernal thicket you can add them as child actors
Go into windows update, I bet, just a hunch, it's failing on some of the updates because you have first version that came out in the factory defaul
@vernal thicket for example, when my archer fires an arrow, they use a Bow_BP (not actually caleld that but yolo) that spawns an Arrow_BP
as it stands now tho to answer the question you would not be able to detect lost focus in windows in pure BP without some exposed nodes in C++ or using a third party plugin.
default I mean
yea "stop pinging me" would sound like your out of luck
Check your windows version with what is listed as the current windows version.
I guess @autumn crystal could be called "Rubiks"
anyone got the white windows taskbar?
Bet you would prefer that, right Rubiks?
@vivid narwhal yeah I get you bro, I'm just struggling to figure out how to reference something, I'm trying to check a variable inside my character blueprint when the projectile hits an actor
I'm just guessing, but, you probably are not running the current windows version
lmao
Oh lord. This is pinging hell. Have mercy on the dude
@vernal thicket That would be a Cast or an interface
@autumn crystal nice name
@autumn crystal why stop pinging
woof.. guys... he literally said he didnt want help on this you could stop lol
@vivid narwhal I've referenced all damage related queries etc inside the blueprint of the actor taking the damage (zombie char), but I need that reference inside my Player character. Could I cast inside my player character and get a variable from the projectile on hit or something?
@vernal thicket basically if you're doing a projectile, you can take the "other actor" from on actor overlap, cast that to the overlapped actor (such as the player BP) and then pull a node off the blue dot and get your varaible ๐
@vernal thicket if you have not watched this video you should watch this video https://youtu.be/EM_HYqQdToE
That is because to detect a window you do need C++
Thanks guys really appreciate it
as far as I know
Yeah I got that, sorry for the problem man, sucks. I have not heard of this problem and I fix all kinds of issues
ree you can build on clang too
but yea msbuild is just like this tiny program that invokes things
That plugin opportunity. lol
don't plugins require vs tho?
I can offer one suggestion you might try. Do a registry clean with a certified program. Might fix the issue. Could be a jacked registry
If prebuilt? Hmm.. yea
Yeah, try the prebuilt MSVS it does download components
i didn't know prebuild was an option. cool
@vivid narwhal Sorry I'll shut up after this just making sure I understand lmao. So my projectile will hit zombie character, and I want that to reference back to my Player Character, if I take the other actor from actor overlap that's going to be the overlapped character i.e the zombie and it's going to send a reference back to the zombie char and not my player character?
I don't think, well for some plugs - out of ue mp is okay.
@vernal thicket I was about to show you mine as an example but then I realized I made my damage blueprint graph super complex
Well you would think not, but that was my problem with initial Windows 10 the registry was jacked and to get it to upgrade I had to fix the entries. Took forever to figure it out
lol one of the commits in the .24 branch on github is "Updating employee list with new (correct) list from HR"
@vivid narwhal Haha understood, maybe there is away under hit to send the reference somewhere else
yea no need to go on about it ree, if you don't want to install it, i don't think you have options on determining window focus
ah that list reference is in regards to credits for the .24 release... if they are doing that and adding in the community contributors I think its coming soon
if you can't run it* rather
@vernal thicket This would reduce the CharacterBase_BP's hp by 1 every time the arrow begin overlap of the CharacterBase. I dragged off the "As Character Base BP" to get the variables I wanted
I can tell you that is not the case. I know from experience. I am guessing your right, but, the initial windows 10 had that problem that was my issue and a number other peoples issues to
Well, I was saying its opportunity. That is, somebody else make it for you.
But it seems to me your reporting a current OS Build so your right. Wish I could help I hope you figure things out
Jack/josh, what about #blueprint while we use this space to troubleshoot windows for the next two weeks
๐
ree, you need to first find a plugin on marketplace that does what you need it to. if it exists, you'd need to hope it comes pre-built after you buy it.
Yeah, or just from out of the marketplace.
go on Fivrr and pay someone to make it for you instead lol
Most likely. Don't you have buddies to ask for this?
sol then
it would be pretty easy to make such plugin if you hired someone
Sure it is
yep
it gets complicated with packaging
So I have a question. I have a dedicated hardware server and I am needing to begin by developing the Unreal Dedicated server. I have it diagrammed in flow chart and what the dedicated server will do, but I am finding the Unreal Documentation to be not adequeate to discuss everything available in the server target.cs Is there some REALLY good C++ tutorials on this?
It's a ue plugin, what so bad?
marketplace blueprints have custom blueprints written in C++ all the time and they work in other engine versions*
That you all would recommend?
start with source control ree, if computer b runs unreal horribly, but it runs.. then that makes the situations far less complicated
Ugh.. no, no. The idea is there is c++ dev familiar with ue on other machine, which makes for you an ue plugin. You install and you are good to go.
yea but packaging, idk..
If I'm casting to a projectile from my character bp what would I use for the object wildcard?
Well, if non ue mp vendors make them, why not?
Can anyone help me get this node to work? It doesn't send information anywhere (when connected obviously)
ryobg you ever buy code stuff from mp tho?
i may be wrong but i think it only delivers source
From mp I think I did... But I got also from outside the mp.
Yes, that's why. From mp you can get I also think, only source builds, but from not-mp sources you can get prebuilts.
justgotta spend those days making your custom blueprint node REE then import that file to your main PC
@vernal thicket can you rephrase that? my brain is doing a big dumb dumb
would be easiest if that computer you can just svn or git your project on it, sync the dlls in
Aah, yes TrueSky comes to mind.
think of it as baked
this question is not worth answering
yea
point is, it will work
you'll have to build your thing every new engine release
makes a dll file that the engine loads up
at that point I'd just not update the engine tbh
Hey just wondering, is there a way to transform a .kmz file (google maps) into a level or something of that sort?
look at the engine plugins right now. same thing.
I don't really know how to explain it beyond that it's not a "file", it's complete. You'll have to stick it inside a .uasset such as a blueprint but once you have it in another computer it'll run without needing visual studio
I'm trying to make this into a map that I can use in UE, does anyone know how I could do that?
I created a video showing how to import KMZ files, the format used by Google 3D Warehouse, Google Earth, and Google SketchUp, into Blender. The links are at: http://forum.irakrakow.com/viewtopic.php?f=19&t=182 The KMZ file is Googleโs standard file format for models crea...
@vivid narwhal thank you c:
go from KMZ to Blender then as a mesh into UE4
note I don't actually recommend doing it that way, it's quick and dirty though. It'll work.
yeah
oof nvm it's not really working
his link is dead
it'll maybe work with maya, Ill check that
http://blender3dvideos.blogspot.com/2010/02/import-google-earth-kmz-files-to.html here'sa rehost of that video @molten path
Download blend files with imported models from Google 3D Warehouse and Google SketchUp 7. The KMZ file is Google's standard file format ...
at some point you gotta google things on your own bud
@vivid narwhal still though, 2010
you just build the c++ project
Man... can't remember your name anymore.
it makes files in bin folder
like any tutorial on how to build c++ for ue4 is relevant here
https://wiki.unrealengine.com/An_Introduction_to_UE4_Plugins @autumn crystal
building it as a plugin will probably be most versatile in terms of packaging
So I'd really like to recreate the damage zone affect in MMOs like this one, but I can't work out how to get the material to highlight the edge of a mesh a different colour to the bulk
https://i.gyazo.com/e6f0345b00754e4f12bf7df18df36e17.png a way to reduce how far i can hear this? i seem to be able to hear this literally all over
Attenuation
Attenuation IIRC is how far you can hear something and the volume over distance
ah thanks, will look into it
I know the answer for this question jack
but am blanking out on the name of the node
id be greatful if you could remember
Fresnel
I mean you've narrowed it down to being possible
fresnel might give you the effect
urghh that looks way outta my knowledge
Ah you're doing it wrong
you need to use Spawn Actor From Class that'll create the projectile
https://gyazo.com/da49adb966ef532ff5a00a6ffd4d0f12 Gotta love KiteDemo content..
@vivid narwhal I've got the spawn actor under my Weapon actor
Annoyingly the material editor is perfect but the actual decal isn't
So you're spawning the actor, then what are you trying to get from the projectile that you need to cast for?
Could be something about how its lighted?
Googling it, it looks like I'm using the fresnel wrong
@vivid narwhal sec
@vivid narwhal this is my spawn
It's under my actual actor, I want to send a variable back to my thid person character when the projectile hits the AI
ah jack if its flat it wont work
I was hoping to do it under my thid person character as I figured if I cast from the actor itself it would send the same variable back to all characters sharing the player character blueprints?
if the capsule mesh is.. pivoted around zero..
there's a way to do this Joshy and I know it just my brain is doing a fail
okay so
As I said ask in graphics, I'm also a mat noob.
'
lol ๐
There's two ways.
You can spawn the projectile as a Child Actor of your character, that way you've got the parent data there and ready to access. For saying "you hit" or whatever.
The 2nd way is to tell the projectile BP it has a source, and to make that source the actor, then cast back to that owner to give the hit detection.
I don't see why you wouldn't use the first option but there's 2 I can think of immediately
thought you could go with spaghetti or my arrow drawings lol
i tend to stack nodes like bricks
Tetris in bp ๐ค This will blow up people.
That's kicking up an error Pat
gotta make the lines shorter so they run faster
Should I make a lightmass importance volume for every tile on my landscape?
lets hear the error
so it wouldn't work if I had Absolute World Space to Local World Space, for some reason
Local Space*
are you using transform position or transform vector?
Do you guys know how to use parallax occlusion with decals? When i rotate them they get skewed
i've been on it for many hours and i can't get it working at all
transform position
that would work if your uvs are set up planar'ly jack ( tried to make it legible more )
if you click the model in content browser, then press teapot button in the preview there. you'll be able to work with the actual thing
i think skewing is the point of parallax larry
I'm so glad I don't have to teach kids anything to do with material editor beyond loading PBR textures
I like it, but would appreciate a hlsl option beyond small little custom node text entry too
oh don't get me wrong, it's powerful. It's just. It's math-based art and that confuses me
I suck at reading formulas and stuff more than material editor
Fresnel definitely is the effect/look I'm going for. Just a shame it doesn't work with decals.
there are lots of stuff that don't work with decals T_T
Math-based art is still better than art based math ><
@vivid narwhal Really, gonna say it for 3rd time, ask in #graphics
Oh, one of them came
I personally prefer, that mat editor having a hlsl/glsl code. Maybe previewing at code line or so. These nodes are more confusing.
@grave nebula there is art based math?
Not that I am aware of, but who knows, what bright future holds.
@vivid narwhal You're ideas a lot better, I'm currently spawning the projectile from the weapon actor, but if I spawn it from my character blueprints I can access it that way, thanks bud
Look mom I'm helping
Now if only these Kite Demo trees didnโt have so many meshes so I can build the lighting for my map...
@vivid narwhal you're making me realise how all over the shop my blueprints are, i've got access to this that and everything else here there and everywhere ๐
I find there's at minimum 2 ways of doing anything
I have no idea why I was spawning the projectile from the weapon actor bp, I was doing most of the code from my player character bp already, even asking if enough ammo ๐ฌ
Thereโs always a way. And thereโs always a better way. But never a best way.
^^ +1
There's always a wrong way too
can someone help convert to UE4.22? https://wiki.unrealengine.com/Replay_System_Tutorial
@vivid narwhal Do you know how from here I get a reference to whether an actor was hit or not? Do I make hit result then break hit result?
is it bad practise to leave traceforobjects on event tick?
Depends what you're trying to do haha
I'd do that if I was making a weeping angel game
okay, how do i install unreal engine ๐
click the arrow top right and install?
that is after i click on it
@vernal thicket yeah you break hit and then pull off from Get Hit Actor
@vivid narwhal I have to make hit first though then break from that?
I'm being difficult though and taking damage inside my actor blueprints
so, any ideas?
Did you click the Arrow? I can't see your cursor
The arrow with the down symbol in
okay fine, here
Can you click that 4.23.1?
@minor flint google it, itl be the easiest thing in the world
i did, thats what takes me to the first image
I remember it not being as simple as that tbf, but yeah google i can't remember lool
same lol i dont install it everyday
i tried google, epic games makes me user their shitty launcher, thats lagging on its own home screen
the unreal engine installer asks if i want to remove epic games launcher because its already installed, because there is not standalone UE4 its all 'epic'
but epic won't install UE4
have you had it installed before
its not istalled, not that that matters, they won't give me a option to uninstall
Oh
@vivid narwhal
Go into library I think theres something in there
they won't give me any options at all
i was literally about to say same thing ^^
blank, just them trying to make me install fortnite
no library AFTER youve clicked unreal engine on the left
No, I'm still trying to figure it out
whats exactly the problem, sorry didnt read all of it
I'm trying to return a variable to true
which variable
I'll explain
I'm trying to create a hit marker
All my on collision stuff is inside my enemy blueprints
But I want to return a variable back to my third person character based on whether an actor was hit by projectile
So I'm trying to do it from my Spawn projectile inside my third person character like Jack suggested
The only thing is i've ran into now
I've used a function to fire a gunshot from my weapon
And what I was going to do is set a variable named Hit to true to activate the widget, then delay for 0.5 secs then set that hit back to false, otherwise the widget will get activated by the Hit variable and get stuck on, but you can't delay in functions ๐
that doesnt seem like the best way lol
when the actor hits you lwant to do a custom event or function that spawns a hitmarker on location
like this, only not in run time and to capture location on hit
When your AI tree tries to run everything at once
Sorry @vernal thicket where did we get to?
ai scares me
@vivid narwhal bloody hell ๐
I'll screen shot
I'll show you where my codes are and maybe you can figure it out
I'm trying to set widget to visible then hidden based off a variable (trying to create a hitmarker)
ohh thats mega easy
So this is in a function in my player character atm
check if looking at actor and if player clicks and actor is still hitting other actor show hitmarker
@vivid narwhal had some errors but yea this is a flat plane with freshnel on it
Can you see that forgot to crop?
When your AI can smell you
You're my hero
Oh there are somany errors there I'm hungry for them
You're trying to make a hit result from the actor reference which achieves nothing.
You need to fire a hit result inside the projectile BP then relate that hit back to the owner
https://blueprintue.com/blueprint/t4l0hesf/ jack (copy and paste)
Right
It's because i've been awkward
This is where my AI gets a result from collision
wait, why are you using line trace for hitmarkers because that will be inaccurate right?
I'll try what Jacks saying quick
yeah just drag a pin off and create widget hitmarker then delete after 3 seconds or something
@normal burrow I just finished recreating it lol
I could've done it under the Zombie_Char, my issue was I didnt want the information to go to all characters using the same blueprint in a server
Are you firing a Trace in the projectile?
No
so when a projectile overlaps the zombie?
so. Doing it your way (Which is a tad confusing)
Character (X) fires a projectile (P) and the zombie, (Z) checks if it's been hit.
Z casts to P to see if overlapping object is P.
You now need to drag off P and Get Owner, since it's a child of X. Now you can tell X that Z has been hit
Jesus christ I should've watched some more tutorials ๐
Yeah Josh you're overcomplicating things imo
Right
I used the information inside the zombie blueprint because it's not simple
I have several collisions on my zombie that react differently by being hit by the projectile
I'll quick try what you said last though
So jack like this?
But obvs true
I think (And I think this is Dylan's idea?) is that if you just drag off a Get Player Character Node, cast that to your player Character, and inside that turn on the hit marker widget?
Now you've confused me
hes confused me also hahahahaha
I've confused myself lmfao
since i made my version ive just been 360 no scoping things
Do you know how to create custom events Josh?
Yeah
Okay, try this. Drag off the Hit Actor, Cast to to projectile (What's hitting the zombie) now create a Get Player Character node and Cast that to the player character BP.
Inside your player BP, create an event called whatever (hit marker Widget) etc.
Now back in your zombie,drag off the cast from character BP and fire off Hit Marker Widget
That will get the zombie talking to the character, then you can do whatever you like with that event when the projectiles hit the zombie
The only issue is I'm going to have a lot more than 1 Zombie BP hahaha
Where are you performing that from?
from the fire button
yes
I've made things more difficult though as I've not used a line trace
I've used a projectile
Surely a projectile has some kind of hit result though
you could add collision to the projectile that will have hit/overlap data
I do have a collision on it
thats what i was thinking
Can I get it from that then?
and would be more accurate
yeah and once projectile overlaps enemy create hitmarker widget
Yeah that'll do it
So from the return I need to reference the collision and break hit
way less complicated than your original plan
I'm not even sure if you need to cast to character to add widget, or if you can just add a widget without giving it an owner
you shouldnt have to break anything its just a simple collision
true
if you click on the collision element in the preferences panel if you scroll down you'll get "on component begin overlap"
if bullet box hits player box then draw widget
yes, why are you pulling it off spawnactor
I have no idea, I'm trying to reference it inside my character
I'd have to do it inside the projectile blueprints
yeah it needs to be inside of the projectile BP not pulled off it
The only issue is can I use that in multiplayer?
i guess i mean hitmarkers are only client sided
Right okay dokay!
Damnit
The reason I wanted a variable is because I've got the hit marker inside my main hud, should I just make a new widget specifically for the hit marker?
yes
okay thanks lmao, thanks for being so patient
Right, it's finally working lmao thanks guys
im emotionally invested now can i see a vid of it working or
looks good lol
yeah i'm happy ๐
@deep grotto So if I wanted to add more to the third person character how would i do it
in the blueprint
I was originally aiming down sight but jesus christ unless you get the AAA gun meshes it's not pretty
^ Also that's why I kept it so complicated, coz I wanted to keep parts of the mesh coming off like so
Anyway thanks Jack and Dylan really appreciate the help, hopefully I can help ya'll one day. I'm off for the night, laters
laters
๐ฅฑ
@nimble moat my character movement is in C++
@opal berry Open the Visual Studio project and you can edit the character's movement from the character .h and .cpp files depending on what you are changing
I wouldn't be changing the core character .h/cpp if I were you
No u don't get what I mean
I am talking about the animations that correspond with the code
How do I like make an new binding for like crouching and more
never start working on AI. You won't stop. ):
unless you get to the point the AI does the work for you.
shush that's my PhD thesis proposal
I wanted a PhD but I hated the idea of saying "Hit I'm Marc Rogerson, fud"
thats and they took away our ability to get a degree in this country without paying unaffordable fees.
I'm not sure if you want to say Hit MarcRogerson when you're marc Rogerson
I paid a fortune for my Master's and I would be at the same point if I just taught myself for 4 years
the masochist in me says "mmmmm", but the logistical side says im too old to fight now :p
yeah I decided to just study on my own. Self-taught and had the advantage of doing it my way instead of some boring, 3 years out of date way, like in Uni :p
jokes on them because now I teach 3 year old of date stuff!
do what my old college did. Just pass everyone by giving out the answers on a disk to everyone. (I didn't take it but everyone else did)
Christ
thats when I quit teaching there. The whole system is a business now. Not interested in people. Just making sure they get funding.
Since I just started, but I'm absolutely shocked by how quickly kids are kicked out of school
easiest way to make a material that flows through rgb over time?
what do you mean by flow?
i made this using a pointlight and timeline function and id like to do same with a material only im absolutely rubbish at materials
im not a material guy so I can't say the optimal to do that but there are Time nodes, Panner nodes or even custom HLSL nodes that you could use. Cycling the RGB output should be as easy as a +/- calc on the final colour
So did anyone develop a dragon flight system or contorller yet
can someone help convert to UE4.22? https://wiki.unrealengine.com/Replay_System_Tutorial
well I think I'm finally at a point where I'm happy to say I'm in alpha
congratulations ๐ฅณ
why is ik so bloody complicated
you would think it would be simple to move a foot bone up or down but apprently not
im also struggling with things that should be simple but arnt
like why sound isnt stopping when the actor is destroyed
urghh
its easy tho. ref the sound on the actor it belongs to, then stop it in the actor destroyed event
its a bit more complicated because i dont actually know which actor is going to be destroyed (if that makes sense, im using line trace to find the actor then destroy what im looking at)
just cast to get the sound then
this made me laugh more than it shouldve
(fyi i have photoshop i just need placeholders)
Is there.... Is there a limit to action mappings
I would imagine there is if you can dynamically create them.
none of these break points are triggering
can you even breakpoint an action?
I can't think of any reason they're not working
not sure if you can. It would make sense to be able to, but just break one step after
i think of those more like the parameter pins on a function or macro or sub graph
even if I put the Break on LOS Enemy it doesn't trigger it
did you enable input on the player controller?
tried a hello world print string, that works. So the bug is deeper. Which is a shame. I wrote those blueprints 2 1/2 years ago
Does anyone know why my meshes stop rotating after 360 using the rotating movement component? Last time i used them they rotated forever.
Is it some new thing in the engine? I tried to find some settings but no luck.
that doesnt sound good anyway to let it go past 360 degrees
or 359 specifically
ahh
i mean full rotation
after one lap
revolution
Is this the wrong place to ask? Do you have any recommendations what channel I should ask this about?
what are you trying to achieve
would be simple with a timeline
0 to 359 and set the timeline to looping?
@vivid narwhal it's most likely your inputs are being consumed somewhere else
Checked it with a print string and the inputs are working fine, just something in my old blueprint has broken
dirty it and recompile I guess
dirty it?
move a node around ๐
Thank heck these blueprints are commented because I can barely remember how it works
50 minutes for one bug. Turns out I just missed a socket when I changed my meshes over ๐ thankfully all my old code still works in this version
hello, I have a question, does anyone know how to fix this shadow? i am using ue4 4.23, rtx 2070. https://i.gyazo.com/3f3353fbc16a9258b2d7b7f7756860bd.jpg
I'm assuming that's baked lighting?
no
raytraced shadows and world displaced materials still have issues
you also have some overdraw issues on your planes that's making it look a lot worse
better cutouts will help ๐
do you want a quick fix or do you want the right fix?
i want to just fix xd
Does baked lighting is actually bad ?
Btw @atomic meadow You can just disable the shadow if you use the foliage tool for this
quick fix is to disable the shadows on the foliage and bake lighting
when using a custom node and setting the return type to float 1
is this a float 32?
is there a way to force one or the other?
I canโt bake the lighting at all in my tiled landscape.
the custom script is designed to combine bytes into a 16 bit number
Always fails regardless
You don't need to / want to do what. It is handled by Unreal depending on the platform.
Should probably remove all the foliage than build the lighting than place the foliage huh?
so if I try to return a number > 255 the engine will accommodate accordingly?
It will depend only on platform, for which shaders are being compiled. For most, it is 32 bits. For some, 16 bits
guys, why is that square in my viewport, and also why is it that i cant move the camera or selecte anything with the viewport???
try resetting viewport settings
ok ill try
show > use defaults
actually i just restarted the engine and it fixed itself
thank you thought, Is still weird and have no idea how it happened
still alive but going to sleep gn
@noble sentinel this happens occasionally if you drag a tab around and it does not refresh the snapping points display.. you can normally fix it by just moving a tab again
I have an issue with grass being invisible after a distance. The grass only appears when I place down a material and is not in the foliage menu. I found the asset in the content browser.
How can I increase the render distance?
does the tick event cause lag ?
depends what you put on it
Made some nice progress today
why is everything so slow if i add a tree?
eh
i have a heap of custom events
this is the whole thing im not sure if fps will be very good tho
all that is on event tick?
most of it
i would imagine its having an impact
if i have the window open when i try and play the game fps drops below 40
you can test it
i usually get 120
are you able to unhook those custom events and have you game still open?
?
the custom events are for a keybinding system i just made
so u can bind keys ingame
you can test how much of an impact its having by using the stat command, run the game with them hooked up, run the game without them hooked up
while in game press the tidle key and type stat game and screenshot
theres a difference but not much, whatever is causing your fps isnt that
hm
i think i may know why
this happens to me also, do you play with the pop out window?
oh, for me if you have a blueprint open thats quite big your game will lag, but if you close it or minimise it the lag completely goes
that might be the 40fps issue
so when i have the blueprint open my fps goes to 40 but if it isnt it goes to 120
i have 30 fps if the blueprint is open and behind the game, i get 100+ if the blueprint is closed
@autumn crystal that doesnt seem very efficient
Anyone here use copy pose from mesh? I got a semi-success but one mesh of the set is slightly off, and yeah I checked the vertex weights.
im having an issue rn with autosave i have like 5k textures and autosave is taking forever any way to speed it up ?
turn autosave off
it should not be taking to long unless your editing all 5k textures at once lol
it's more likely your system is underpowered or your not segmenting out your content properly
my statement still stands. Autosave is the devil. Set a timer on your phone every 30 minutes and decide then if you want to :p
anyone know how to fix the light leaking thru the door there?
no overlapping UV's btw
that's out of the problem
anything that has a light behind it should have some thickness
so single planes often have light leakage
try upping your lightmap resolution on the offending areas
Could be reflection captures
@swift spindle lightmap resolution only works for baked lighting though no?
I need this to be a real-time light
baking it fixes the issue, but
this needs to be a real-time light since the door opens
when you complete an amazing 3d model but it has 125,000 verts and faces
Oh damn lol
@nimble moat if that's for a game asset i would recommend looking into smooth shading
you can achieve the identical look with like 100x less verts
For whatever reason light building is failing constantly because of the meshes or volume size required by my trees.
@plush thicket sounds good ill look into it thanks
@plush thicket sorry for ping, would i look into ue4 smooth shading or would the modeling program export with smooth shading? thanks
export with smooth shading
ah, thanks
@nimble moat here's a perfect example of smooth shading
the cylinders in this only have like 24 faces
but smooth shading makes it look perfectly smooth
yeah that looks amazing, giving it a try now thank you
@plush thicket look into your shadow bias and slope in your light
just search in the light itself
700 verts
down from 125,000
naturally a bit jagged around the edges but dropping 124,000 verts over more round is way worth it
remember you can also use LOD's if you really must have that smoooth edge for closeups
i have never messed with that in ue4
it's really easy to do
i read online that the average asset anyway is 5000 verts, how true is that?
what would say is a "good" vert count (i know it would be hard because would depend on model but)
I've made amazing things with only 30 verts....
and other things that need 60000 verts to look ok
it totally depends on what it is
and how much screen space it will use to performance ratio
i need to redo all my game models now ahahhaha
in the end.... it's always a toss up between performance / usability and how it looks
look into UE4 lods
i will do 100%
its 3:20am now will probably be a tomorrow thing
but move 4 meters away.. and they are 10k verts
30 meters away.. and they are... 12 verts
would you need seperate 3d models for that or ue does it auto?
UE4 can do most of it for you
using LOD profiles
but depending on what it is.. you might need to tweak it inside of ue4
so it will auto make my model a blob i dont need to actually model a blob
or make it in your modeling package
it's a lot better at things then you might think
yeah, ill have a quick look now actually
Hey, I have an issue with my CharacterMovement Component. The jump seems to not work. After debugging things will execute after the jump node but the actual character I'm calling it from won't jump at all. I have checked gravity, constraints, physics simulation etc. and nothing seems to make it work. I haven't changed any value from the default.
I'm simply inputting space bar and using the Jump node on pressed and nothing happens.
screenshot?
Its a TAB key input inside the character blueprint in the event graph linked to the Jump node
literally the most simple setup I can think of to do this and it usually works
but this time it simply doesn't
I can manipulate the character with launch and stuff like that
but jump will simply not jump
although it won't crash and itw ill still execute afterwards
might mean a target issue
and how could I check that out since the editor tells me everything is in order?
i can't find where the shadow bias setting is @swift spindle
is it a standard character blueprint @static raft
the search bar is your friend ๐
@nimble moat yes, unmodified and unaltered
linked up to a controller inside a game mode etc.
ive no idea then if its a normal ue4 starter blueprint
@swift spindle thank you so much
holy shit
โค๏ธ โค๏ธ
it was shadow bias
lmao
I had this other wierd issue as well on the same project, before doing it the simple way I wanted to separate inputs to the controller and the actual logic in the character and communicate via interface.
but for some reason when I call the interface function for Jump from the controller and inside the Character the node Jump executes, it crashes telling me "Inifnite Loop"
@static raft send a screen grab of how you're doing it
gimmie a sec
@swift spindle do i need to edit BaseEngine.ini for lods?
@nimble moat Lods are done by opening up the model file in ue4
yeah i thought that, yet the documentation says to edit the base engine file
Which documentation?
How To use the Automatic LOD Generation system in UE4.
yeah i thought exactly the same but official documentation was telling me to
the documentation is..... "a guide" at best
in the case of this... it's written for people upgrading engine version
this is old news
you know whats weird, out of all things optimization is the most satisfying things to me so, today has been a good day
@nimble moat You should fine they are the engine defaults
so you can just skip that step
and the rest should work
good to hear man
yeah i did ive already done lods for 2 models
now goto bed
nah im playing with lods for a bit lool
22k verts to 3k and model looks look the same (ish)
now I have to go scream at my lods
ahahaha
So @deep grotto Here's the interface
this mah controller
and this is the character
implementing that interface above
1500 verts to 100, although the model is ruined lol
and whenever I try to do it through interfaces
I sometimes get an infinite loop and sometimes not
and I have no idea
why
it honestly feels like I broke the project somehow since not even jumping works
https://i.gyazo.com/c54e3c1404bc845a0a7bbe1d4b7393f8.png this not work for you?
there is also edges and other stuff like that
why are you getting the owner
i just realised im an idiot nevermind me
I mean the bp you are in is already the owner of the component
but yeah
it won't work
and code executes after it
Here is the crash
@swift spindle why are lods so good, also can i change distance (lods dont actually seem to be working in game(unless they are working really really well and i cant tell))
I'm running UE 4.23.1, everytime I retarget either a skeleton or a bulk animations, the editor crashes.
lol
the defaults are pretty good as long as your actual scale is good
turn on wireframe mode to see it easy
Korvax, someone else had that problem too.
The guy said:
Deleting the mesh and the physics asset will leave you with the skeleton only, if you retarget the skeleton in UE4.23.1 then you will not crash, but if your skeleton is parented with your mesh, then you will 100% crash
and then later, parenting the mesh with the skeleton
that seemed to work for me
the literal only way
this is a seemingly common issue with a lot of UE versions across the board, after checking the forums, the devs seem to be fixing this problem with almost every other version
yeah i dont think its working because no matter how far away i go it looks like the same lod0 model
are you clicking apply after changing them ?
so my ue4 just crashed and alot of assets are missing
they show up in windows explorer but not ue4
@blissful trail looks like you lost the references
anyway to fix that
need to save more often / use source control
yeah i saved and it crashed :/
so i lost 10k assets
its almost always user error
ok... there's your problem
why were you adding 10k assets in one go
10,000 assets?!
yes
have they been importing since last year
I'm just gona let you know now... almost any system would shit itself trying to do that
then you should have been saving as you went
like i did 100 textures at a time
what kind of project needs that many assets
also.. you should not need 10000 assets in a project
in world of warcraft only has 24k assets...
oof
i feel like your doing something wrong
is it possible to drag the png files/wav files into the content folder ?
yes
is there a way to see current lod of an object or see a liveupdate of its verts/tris etc
yes
in the asset viewer
top Left
will say what lod it's on
you can view lod change there
and change to wireframe
that wont update in real time will it though (i cant actually see if lods are working in game)
this is realtime
hmm so it is working however i see 0 difference, lods really are amazing
4.23 missing starter content when making a new project
is this normal or did i do something bad lmao
you did actually select the project with starter content right lmao
1 sec
i cant change this
its stuck on no starter content which is weird
because on other versions its fine
hmm there might be an option to install it when you install the engine not sure
yee something wrong lol
true dat
What would the object pin go to if Im casting to a characters component? Player character isnt working?
get player controller?
That isnt either
i forget the name its something like get owning pawn or something
@static raft Right now it seems like it's doing an infinite recursion jump seems to call jump again
Pretty sure the jump node should refer to character not "BP_Character Pawn"
like this
Im not specialist in the blueprint, i have done only one , for character posses. From yt tutorial. I realised since few weeks since im pressing play and then T to run my character through my map - the random sphere appear in random place in the map - usually somewhere near the character. It looks like some kind of joke but its not. It doesnt bother mme, but im curious why the hell unreal engine wants me to have that sphere everytime i click play and T. Can someone explain me that? XD that sphere is not movable, and doesnt appear outside the play mode
next posses - sphere moved like meter away
Iโm going to guess you have a sphere in the character bp or have a function that spawns the mesh relative to the player
Hey guys. I have noticed that in my game when harvesting resources it lags on the first hit. This is because of the remove instanced actor node. Does anyone know of a way to achieve resource harvesting that doesn't involve replacing a foliage instanced actor with a scripted BP on the first hit?
dont remove it. disable it and change visibility if you can. Then use an appropriate time.
and preload what you need to spawn. have a buffer for it
Thanks I will give this a try
anyone have experiance with speedTree LODs here ?
I have as much as to make it available and tweak it, lol. Too new to ST.
the lod system is irritating with unreal.. especially with the smooth transistion
seems to average it over way to long a distance
some odd stuff
@normal burrow i cant select it. Cuz when im in the posses mode i cant use mouse , cuz i run with the character and mouse is attached to his movement.
@abstract relic this is the only blueprint i have , i guess there is nothing about sphere
Open third person bp
@normal burrow i think i could select it when im in the play mode before going to posses but.. sphere appears only after the possess
u mean this ? its basic bp i think from standard unreal third person project
Lovely. Gotta make sure it wasnโt anything silly first
@abstract relic ok ๐ i must admit that its funny though
just random sphere appearing in the random place in the map XD
Check that construction script too
Next silliness would be to check your level bp
In blueprint drop down menu
Awesome
You can pause pie by pressing the pause key on your keyboard. Then you can look in the world outliner
Now I must tap out. The sun is going to rise sooner than Iโd like
ok, thx, goodbye ๐
Me too, thatโs what i was gonna suggest. Click the sphere find it In outliner
@normal burrow i tried, but when i click on anything during that "pause" my mouse dissapear
F8 in play mode
Heading to bed but maybe your outliner is in edit world
Type in Default Pawn in the search bar
i deleted it, went out from play mode, went back and its still there xD
Of course
i typed pawn, nothing there
Check view option on outliner too
ok i found it
@normal burrow @abstract relic : D
ok fak it , i dont understand it, its not important, u guys can write what else i can do, but im gonna go sleep ๐
bye ๐
Delete the pawn before possession
That sphere be the default pawn
Camera inside
Get pawn-> destroy
-> possess
Anyone might know why my character bends at the hip and floats when on simulating physics?
I've got several collisions on the character to respond to being hit in different locations
On the character or on the physicsasset?
On the actual character
I found the easiest way to dismember the ai was to add collisions to the head, body etc that respond to the projectile, but I feel like its hurting the set physics
When I set simulate physics they just bend at the spine and float around lmao
They bend like this
That looks like it would work well for a horror lol
Lmao, It doesn't look good in game
That's him dead simulating physics though, not quite the ragdoll I was going for
anyone know why my lighting looks DRASTICALLY different in play mode vs editor?
what's going on
F3 doesn't do anything ๐ฆ
unfortunately @vernal thicket
I know for sure it's either my Skylight or Directional Light
is there some setting that differs the preview between editor / play mode?
that i'm missing
or is this some bug?
@plush thicket I don't think it's a bug, look through your lighting settings to make sure it all looks normal
You're not adjusting lighting on begin play or anything?
nope
Why not try deleting the skylight & hitting play, then if it is that or is not you can just undo delete?
I checked online and they said it was a bug where they had to copy everything over to a new level because of an error or something like that
but i seriously hope that's still not an issue in 4.23.1
Hmm? I've never experienced anything like that tho i've been using editor for a long time
this dude has the same problem as me
4 months ago
Have u tried doing what he said? copying it all?
no, because that would break a lot of blueprints
and I would have to manually re-link everything
this CAN'T be an issue in unreal engine
why is this even a thing
an industry standard engine having such a janky ass issue like this
Have you tried atleast copy and pasting the lighting ?
UE4 still has the issue where it deletes your map and says failed to load, map was saved with a newer version of the engine.. that shits been going for years lmao
SWeet
there HAS to be a "refresh" lighting setting
is there a "refresh" lighting setting somewhere?
or like
reload lighting cache
it's probably a light caching issue
or something
Yeah most likely, is it all good now?
yeah
what causes this to happen is tweaking my exponential height fog
so everytime I do that '
I have to delete my skylight
and re-import it
so dumb
Oh yeah I didnt think, the height fog can cause a few weird issues