#ue4-general

1 messages ยท Page 587 of 1

opal berry
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thats*

radiant fox
azure shore
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ok I give up

nimble moat
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load game from slot

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then to save use "save game to slot"

radiant fox
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dont give up, thats how projects die @azure shore

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okay thanks

azure shore
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no I mean with this question

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but also probably with my projects soon enough

radiant fox
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no

nimble moat
molten path
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hey so this is the first this happens to me

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when I click on actors

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or anything really

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I cant move them

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it just outlines them

glacial lantern
radiant fox
nimble moat
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the slotname is your savename dont just set it to night1 you will wanna use it for something else

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also set the 0 to a 1

radiant fox
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oh okay lol

nimble moat
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also is that line your setter?

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as in, is that the line that tells the game whether its day or night

molten path
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anyone know how I can fix my problem?

radiant fox
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No... but i have 0 clue how to explain it

nimble moat
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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)

timid jacinth
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Anyone know how to sync physics over multiplayer

radiant fox
#

like this right

molten path
nimble moat
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perfect @radiant fox

radiant fox
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okayyy

nimble moat
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now whenever you wanna check if its nighttime just load game from slot, cast, get is it night

radiant fox
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okay

timid jacinth
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Anyone know how to make networking less jittery

deep grotto
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@timid jacinth How are you doing the networking rn?

timid jacinth
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using this

radiant fox
nimble moat
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looks good

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as long as your setters are good, it should work

radiant fox
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ok lol

gaunt tide
#

How many types of trees, grass, and bushes do you guys normally use in your open worlds?

glacial lantern
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it doesn't send any information to "Event Anydamage" or "Event Radial damage"

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I've gotten bullets to send information through both "Event anydamage" and "Event Pointdamage"

molten path
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anyone please?

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I cant work on my project until I fix this

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When I select stuff, the icon to move them doesnt appear anymore

gaunt tide
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Did to try switching them to stationary objects than moving them?

nimble moat
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move the pivot @molten path

molten path
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how

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I'm still new to this

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I'm kind of confused here

nimble moat
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click the object, right click, pivot, set pivot offset here

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that might work

opal berry
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does anyone know the answer to my questions

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?

molten path
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nope

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basically the little thing

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wait let me show you

gaunt tide
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@opal berry I wish I could help

molten path
#

This thing completely disappeared

nimble moat
#

try this

molten path
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oh yeah

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it worked

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thanks a lot

nimble moat
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np

deep grotto
#

@opal berry With animation bps there's two parts

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the anim graph and event graph

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the eventgraph updates all the parts you need for the animations

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e.g. speed or if there's aiming

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then the anim graph blends the animations together

gaunt tide
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Omg finally loaded the Kite Demo trees into my tiled landscape and still hitting 100fps+

wary birch
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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?

gaunt tide
#

I would go ask that maybe in the marketplace chat

wary birch
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Oki

gaunt tide
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NOOOO

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Not this again :/

deep grotto
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@timid jacinth Hmmm interesting, have you tried posting in the multiplayer chat?

gaunt tide
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Well ig my character no longer interact with terrain. They spawn above the terrain and fall right through now...

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All I did was add trees xD

abstract relic
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Anything below 4.24 is stable

dry merlin
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That's a darn good question, I havem

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not dealt with that before.

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@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.

vivid narwhal
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I'd seriously consider using C++ for that

dry merlin
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@vivid narwhal Is there a Unreal version of that or do you just use straight Windows C++ to get the window?

vivid narwhal
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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

gaunt tide
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You donโ€™t know C++

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?*

normal burrow
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You likely can't do it then upside down

nimble moat
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you know what right, if youve used blueprints for so long its familiar enough to pick up easily

teal tulip
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How I missed that ?

normal burrow
#

wrong channel hev?

nimble moat
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^

gaunt tide
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^^

teal tulip
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wops

dry merlin
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@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.

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@autumn crystal Are you using Windows, Linux or Mac?

normal burrow
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believe your wrong though upsidedown name

gaunt tide
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I use straight blueprints mostly because of quick prototyping than eventually go to C++

dry merlin
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@autumn crystal Why cant you use Visual Studio on Windows? Low RAM?

normal burrow
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to compile your own project using the launcher 16gb should be fine

dry merlin
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@autumn crystal I bet I know why. Go to Settings, go into APPS and then select features. Select .Net 4.0

normal burrow
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vs itself is 32bit program

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max it can take is 3.something

dry merlin
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@autumn crystal Once The .Net 4.0 is INstalled try installing Visual Studio Community Edition 2017

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Visual Studio Uses the .Net Framework

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C++ is installed via selecting during installation

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you also select the Unreal Components During install

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@autumn crystal The problem is your probably not selecting the proper components during installation of Microsoft Visual Studio

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@autumn crystal I'm trying to figure out why Visual Studio Wouldn't Run on Windows with 16GB ram

normal burrow
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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

dry merlin
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@autumn crystal What version of Windows Are you running? 10?

nimble moat
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yall are like me, wont settle until you know why something wont work, i like yall

grim ore
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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

normal burrow
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your name is impossible to say

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it is why your pinged constantly

dry merlin
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@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

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@autumn crystal I had the same problem

vivid narwhal
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@dry merlin was your reply to me in relation to debugging?

dry merlin
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@autumn crystal It would get stuck in the update because of the registry entries and so would keep trying to upgrade but fial

vernal thicket
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Questionnnnnnnn

normal burrow
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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

vernal thicket
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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?

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As an example: If bullet kills enemy, add exp

vivid narwhal
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@vernal thicket you can add them as child actors

dry merlin
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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

vivid narwhal
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@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

grim ore
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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.

dry merlin
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default I mean

normal burrow
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yea "stop pinging me" would sound like your out of luck

dry merlin
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Check your windows version with what is listed as the current windows version.

worn granite
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I guess @autumn crystal could be called "Rubiks"

nimble moat
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anyone got the white windows taskbar?

worn granite
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Bet you would prefer that, right Rubiks?

vernal thicket
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@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

dry merlin
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I'm just guessing, but, you probably are not running the current windows version

nimble moat
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lmao

abstract relic
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Oh lord. This is pinging hell. Have mercy on the dude

vivid narwhal
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@vernal thicket That would be a Cast or an interface

nimble moat
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@autumn crystal nice name

vivid narwhal
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@autumn crystal why stop pinging

dry merlin
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OS Build 17763.864?

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or later?

grim ore
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woof.. guys... he literally said he didnt want help on this you could stop lol

vernal thicket
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@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?

dry merlin
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ok well I dont have a answer, weird

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Sorry for your loss

vivid narwhal
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@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 ๐Ÿ™‚

grim ore
dry merlin
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That is because to detect a window you do need C++

vernal thicket
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Thanks guys really appreciate it

dry merlin
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as far as I know

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Yeah I got that, sorry for the problem man, sucks. I have not heard of this problem and I fix all kinds of issues

normal burrow
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ree you can build on clang too

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but yea msbuild is just like this tiny program that invokes things

lapis vine
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That plugin opportunity. lol

normal burrow
#

don't plugins require vs tho?

dry merlin
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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

lapis vine
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If prebuilt? Hmm.. yea

dry merlin
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Yeah, try the prebuilt MSVS it does download components

normal burrow
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i didn't know prebuild was an option. cool

vernal thicket
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@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?

lapis vine
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I don't think, well for some plugs - out of ue mp is okay.

vivid narwhal
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@vernal thicket I was about to show you mine as an example but then I realized I made my damage blueprint graph super complex

dry merlin
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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

grim ore
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lol one of the commits in the .24 branch on github is "Updating employee list with new (correct) list from HR"

vernal thicket
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@vivid narwhal Haha understood, maybe there is away under hit to send the reference somewhere else

normal burrow
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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

grim ore
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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

normal burrow
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if you can't run it* rather

vivid narwhal
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@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

dry merlin
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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

normal burrow
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no idea, i didn't think it was an option

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@lapis vine mentioned it

lapis vine
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Well, I was saying its opportunity. That is, somebody else make it for you.

dry merlin
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But it seems to me your reporting a current OS Build so your right. Wish I could help I hope you figure things out

worn granite
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Jack/josh, what about #blueprint while we use this space to troubleshoot windows for the next two weeks

vivid narwhal
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๐Ÿ˜‚

normal burrow
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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.

lapis vine
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Yeah, or just from out of the marketplace.

vivid narwhal
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go on Fivrr and pay someone to make it for you instead lol

lapis vine
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Most likely. Don't you have buddies to ask for this?

normal burrow
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sol then shrug it would be pretty easy to make such plugin if you hired someone

lapis vine
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Sure it is

vivid narwhal
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yep

normal burrow
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it gets complicated with packaging

dry merlin
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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?

lapis vine
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It's a ue plugin, what so bad?

vivid narwhal
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marketplace blueprints have custom blueprints written in C++ all the time and they work in other engine versions*

dry merlin
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That you all would recommend?

lapis vine
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Or I dunno, could bp load dlls?

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Never looked for this.

normal burrow
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start with source control ree, if computer b runs unreal horribly, but it runs.. then that makes the situations far less complicated

lapis vine
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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.

normal burrow
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yea but packaging, idk..

vernal thicket
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If I'm casting to a projectile from my character bp what would I use for the object wildcard?

lapis vine
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Well, if non ue mp vendors make them, why not?

glacial lantern
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Can anyone help me get this node to work? It doesn't send information anywhere (when connected obviously)

normal burrow
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ryobg you ever buy code stuff from mp tho?

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i may be wrong but i think it only delivers source

lapis vine
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From mp I think I did... But I got also from outside the mp.

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Yes, that's why. From mp you can get I also think, only source builds, but from not-mp sources you can get prebuilts.

vivid narwhal
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justgotta spend those days making your custom blueprint node REE then import that file to your main PC

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@vernal thicket can you rephrase that? my brain is doing a big dumb dumb

normal burrow
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would be easiest if that computer you can just svn or git your project on it, sync the dlls in

lapis vine
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Aah, yes TrueSky comes to mind.

vivid narwhal
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think of it as baked

normal burrow
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this question is not worth answering

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yea

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point is, it will work

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you'll have to build your thing every new engine release

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makes a dll file that the engine loads up

vivid narwhal
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at that point I'd just not update the engine tbh

molten path
#

Hey just wondering, is there a way to transform a .kmz file (google maps) into a level or something of that sort?

grim ore
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look at the engine plugins right now. same thing.

normal burrow
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most all nodes that come with ue are c++ ree

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UBlueprintFunctionLIbrary

vivid narwhal
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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

molten path
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I'm trying to make this into a map that I can use in UE, does anyone know how I could do that?

vivid narwhal
molten path
#

@vivid narwhal thank you c:

vivid narwhal
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go from KMZ to Blender then as a mesh into UE4

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note I don't actually recommend doing it that way, it's quick and dirty though. It'll work.

molten path
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i just need the height information and stuff

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I'll make the textures myself

vivid narwhal
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yeah

molten path
#

oof nvm it's not really working

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his link is dead

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it'll maybe work with maya, Ill check that

vivid narwhal
#

at some point you gotta google things on your own bud

molten path
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@vivid narwhal still though, 2010

normal burrow
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you just build the c++ project

lapis vine
#

Man... can't remember your name anymore.

normal burrow
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it makes files in bin folder

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like any tutorial on how to build c++ for ue4 is relevant here

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building it as a plugin will probably be most versatile in terms of packaging

vivid narwhal
lapis vine
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oooh

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ff14

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Rabanastre... I remember that.

nimble moat
vivid narwhal
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Attenuation

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Attenuation IIRC is how far you can hear something and the volume over distance

nimble moat
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ah thanks, will look into it

normal burrow
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I know the answer for this question jack

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but am blanking out on the name of the node

nimble moat
#

id be greatful if you could remember

normal burrow
#

Fresnel

vivid narwhal
#

I mean you've narrowed it down to being possible

normal burrow
#

fresnel might give you the effect

nimble moat
#

urghh that looks way outta my knowledge

vernal thicket
#

@vivid narwhal what do i plug into here

vivid narwhal
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Ah you're doing it wrong

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you need to use Spawn Actor From Class that'll create the projectile

gaunt tide
vivid narwhal
vernal thicket
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@vivid narwhal I've got the spawn actor under my Weapon actor

vivid narwhal
#

So you're spawning the actor, then what are you trying to get from the projectile that you need to cast for?

lapis vine
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Could be something about how its lighted?

vivid narwhal
#

Googling it, it looks like I'm using the fresnel wrong

vernal thicket
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@vivid narwhal sec

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It's under my actual actor, I want to send a variable back to my thid person character when the projectile hits the AI

normal burrow
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ah jack if its flat it wont work

lapis vine
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Yeah... just thinking the same

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Its okay in the preview because its a sphere

vernal thicket
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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?

normal burrow
#

if the capsule mesh is.. pivoted around zero..

vivid narwhal
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there's a way to do this Joshy and I know it just my brain is doing a fail

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okay so

lapis vine
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As I said ask in graphics, I'm also a mat noob.

gaunt tide
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'

normal burrow
abstract relic
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God damn it pat

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You and your spaghetti ๐Ÿ˜œ

normal burrow
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lol ๐Ÿ˜“

vivid narwhal
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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

normal burrow
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thought you could go with spaghetti or my arrow drawings lol

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i tend to stack nodes like bricks

lapis vine
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Tetris in bp ๐Ÿค” This will blow up people.

vivid narwhal
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That's kicking up an error Pat

normal burrow
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gotta make the lines shorter so they run faster

gaunt tide
#

Should I make a lightmass importance volume for every tile on my landscape?

normal burrow
#

lets hear the error

vivid narwhal
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so it wouldn't work if I had Absolute World Space to Local World Space, for some reason

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Local Space*

normal burrow
#

are you using transform position or transform vector?

mint thunder
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Do you guys know how to use parallax occlusion with decals? When i rotate them they get skewed

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i've been on it for many hours and i can't get it working at all

vivid narwhal
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transform position

normal burrow
#

that would work if your uvs are set up planar'ly jack ( tried to make it legible more )

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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

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i think skewing is the point of parallax larry

vivid narwhal
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I'm so glad I don't have to teach kids anything to do with material editor beyond loading PBR textures

normal burrow
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I like it, but would appreciate a hlsl option beyond small little custom node text entry too

vivid narwhal
#

oh don't get me wrong, it's powerful. It's just. It's math-based art and that confuses me

normal burrow
#

I suck at reading formulas and stuff more than material editor

vivid narwhal
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Fresnel definitely is the effect/look I'm going for. Just a shame it doesn't work with decals.

normal burrow
#

if that thing i sent now works

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well one sec

mint thunder
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there are lots of stuff that don't work with decals T_T

grave nebula
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Math-based art is still better than art based math ><

lapis vine
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@vivid narwhal Really, gonna say it for 3rd time, ask in #graphics

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Oh, one of them came

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I personally prefer, that mat editor having a hlsl/glsl code. Maybe previewing at code line or so. These nodes are more confusing.

vivid narwhal
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@grave nebula there is art based math?

grave nebula
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Not that I am aware of, but who knows, what bright future holds.

vernal thicket
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@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

vivid narwhal
#

Look mom I'm helping

gaunt tide
#

Now if only these Kite Demo trees didnโ€™t have so many meshes so I can build the lighting for my map...

vernal thicket
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@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 ๐Ÿ˜…

vivid narwhal
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I find there's at minimum 2 ways of doing anything

vernal thicket
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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 ๐Ÿ˜ฌ

abstract relic
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Thereโ€™s always a way. And thereโ€™s always a better way. But never a best way.

vernal thicket
#

^^ +1

vivid narwhal
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There's always a wrong way too

forest totem
vernal thicket
#

@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?

nimble moat
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is it bad practise to leave traceforobjects on event tick?

vernal thicket
#

Depends what you're trying to do haha

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I'd do that if I was making a weeping angel game

minor flint
nimble moat
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click the arrow top right and install?

minor flint
#

that is after i click on it

vivid narwhal
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@vernal thicket yeah you break hit and then pull off from Get Hit Actor

vernal thicket
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@vivid narwhal I have to make hit first though then break from that?

nimble moat
#

like this i think

vernal thicket
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I'm being difficult though and taking damage inside my actor blueprints

minor flint
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so, any ideas?

vernal thicket
#

Did you click the Arrow? I can't see your cursor

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The arrow with the down symbol in

minor flint
vernal thicket
#

Can you click that 4.23.1?

nimble moat
#

@minor flint google it, itl be the easiest thing in the world

minor flint
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i did, thats what takes me to the first image

vernal thicket
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I remember it not being as simple as that tbf, but yeah google i can't remember lool

nimble moat
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same lol i dont install it everyday

minor flint
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i tried google, epic games makes me user their shitty launcher, thats lagging on its own home screen

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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'

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but epic won't install UE4

nimble moat
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have you had it installed before

minor flint
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its not istalled, not that that matters, they won't give me a option to uninstall

vernal thicket
#

Oh

normal burrow
vernal thicket
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Go into library I think theres something in there

minor flint
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they won't give me any options at all

nimble moat
#

i was literally about to say same thing ^^

minor flint
minor flint
#

blank, just them trying to make me install fortnite

nimble moat
#

no library AFTER youve clicked unreal engine on the left

minor flint
#

ahh

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thankyou!

vernal thicket
#

Got it?

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That was the problem I had I think lmao

nimble moat
#

lmao

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did you sort your hit actor thing out

vernal thicket
#

No, I'm still trying to figure it out

nimble moat
#

whats exactly the problem, sorry didnt read all of it

minor flint
#

max path leagth exceeded. really. i'm putting it inside ONE folder

#

my god

vernal thicket
#

I'm trying to return a variable to true

nimble moat
#

which variable

vernal thicket
#

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

nimble moat
#

yeah using hit actor, itl work

#

just trying to think of best way tho

vernal thicket
#

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 ๐Ÿ˜…

nimble moat
#

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

vivid narwhal
#

Sorry @vernal thicket where did we get to?

nimble moat
#

ai scares me

vernal thicket
#

@vivid narwhal bloody hell ๐Ÿ˜…

#

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)

nimble moat
#

ohh thats mega easy

vernal thicket
#

So this is in a function in my player character atm

nimble moat
#

check if looking at actor and if player clicks and actor is still hitting other actor show hitmarker

vernal thicket
normal burrow
vernal thicket
#

Can you see that forgot to crop?

gaunt tide
#

When your AI can smell you

vivid narwhal
#

You're my hero

vernal thicket
#

HOLD ON A MINUTE

#

I think I've been a retard

vivid narwhal
#

Oh there are somany errors there I'm hungry for them

vernal thicket
#

No I havent

#

So

nimble moat
#

this will work

vivid narwhal
#

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

normal burrow
vernal thicket
#

Right

#

It's because i've been awkward

nimble moat
#

wait, why are you using line trace for hitmarkers because that will be inaccurate right?

vernal thicket
#

I'll try what Jacks saying quick

nimble moat
#

yeah just drag a pin off and create widget hitmarker then delete after 3 seconds or something

vivid narwhal
#

@normal burrow I just finished recreating it lol

vernal thicket
#

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

vivid narwhal
#

Are you firing a Trace in the projectile?

vernal thicket
#

No

vivid narwhal
#

so when a projectile overlaps the zombie?

vernal thicket
#

One sec

#

Is the bit under the projectile supposed to look something like this?

vivid narwhal
#

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

nimble moat
#

obviously you would change out a wall for a player like

vernal thicket
#

Jesus christ I should've watched some more tutorials ๐Ÿ˜‚

vivid narwhal
#

Yeah Josh you're overcomplicating things imo

vernal thicket
#

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

vivid narwhal
#

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

nimble moat
#

hes confused me also hahahahaha

vernal thicket
#

I've confused myself lmfao

nimble moat
#

since i made my version ive just been 360 no scoping things

vivid narwhal
#

Do you know how to create custom events Josh?

vernal thicket
#

Yeah

vivid narwhal
#

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

vernal thicket
#

The only issue is I'm going to have a lot more than 1 Zombie BP hahaha

vernal thicket
#

Where are you performing that from?

nimble moat
#

from the fire button

vernal thicket
#

Why have I made this so difficult for myself ๐Ÿ˜ฆ

#

Under your player character?

nimble moat
#

yes

vernal thicket
#

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

vivid narwhal
#

you could add collision to the projectile that will have hit/overlap data

vernal thicket
#

I do have a collision on it

nimble moat
#

thats what i was thinking

vernal thicket
#

Can I get it from that then?

nimble moat
#

and would be more accurate

#

yeah and once projectile overlaps enemy create hitmarker widget

vivid narwhal
#

Yeah that'll do it

vernal thicket
#

So from the return I need to reference the collision and break hit

vivid narwhal
#

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

nimble moat
#

you shouldnt have to break anything its just a simple collision

vernal thicket
#

true

vivid narwhal
#

if you click on the collision element in the preferences panel if you scroll down you'll get "on component begin overlap"

nimble moat
#

if bullet box hits player box then draw widget

vernal thicket
#

RIGHT

#

๐Ÿ˜…

#

Still doing something wrong?

#

Sorry guys jesus christ lmfao

nimble moat
#

yes, why are you pulling it off spawnactor

vernal thicket
#

I have no idea, I'm trying to reference it inside my character

nimble moat
#

this is what you should have

vernal thicket
#

I'd have to do it inside the projectile blueprints

vivid narwhal
#

yeah it needs to be inside of the projectile BP not pulled off it

vernal thicket
#

The only issue is can I use that in multiplayer?

nimble moat
#

i guess i mean hitmarkers are only client sided

vernal thicket
#

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?

nimble moat
#

yes

vernal thicket
#

okay thanks lmao, thanks for being so patient

#

Right, it's finally working lmao thanks guys

nimble moat
#

im emotionally invested now can i see a vid of it working or

vernal thicket
#

I don't have any software

#

I'll see if I can screen shot

#

lol

nimble moat
#

looks good lol

vernal thicket
#

yeah i'm happy ๐Ÿ™‚

opal berry
#

@deep grotto So if I wanted to add more to the third person character how would i do it

nimble moat
#

in the blueprint

vernal thicket
#

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

nimble moat
#

laters

vernal thicket
#

๐Ÿฅฑ

opal berry
#

@nimble moat my character movement is in C++

misty creek
#

@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

kindred viper
#

I wouldn't be changing the core character .h/cpp if I were you

opal berry
#

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

vivid narwhal
#

never start working on AI. You won't stop. ):

kindred viper
#

unless you get to the point the AI does the work for you.

vivid narwhal
#

shush that's my PhD thesis proposal

kindred viper
#

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.

vivid narwhal
#

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

kindred viper
#

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

vivid narwhal
#

jokes on them because now I teach 3 year old of date stuff!

kindred viper
#

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)

vivid narwhal
#

Christ

kindred viper
#

thats when I quit teaching there. The whole system is a business now. Not interested in people. Just making sure they get funding.

vivid narwhal
#

Since I just started, but I'm absolutely shocked by how quickly kids are kicked out of school

nimble moat
#

easiest way to make a material that flows through rgb over time?

kindred viper
#

what do you mean by flow?

nimble moat
#

i made this using a pointlight and timeline function and id like to do same with a material only im absolutely rubbish at materials

kindred viper
#

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

nimble moat
#

ouch

plush yew
#

So did anyone develop a dragon flight system or contorller yet

forest totem
vivid narwhal
#

well I think I'm finally at a point where I'm happy to say I'm in alpha

nimble moat
#

congratulations ๐Ÿฅณ

uneven fractal
#

why is ik so bloody complicated

#

you would think it would be simple to move a foot bone up or down but apprently not

nimble moat
#

im also struggling with things that should be simple but arnt

#

like why sound isnt stopping when the actor is destroyed

kindred viper
#

because sounds are latent

#

you have to manually stop it

nimble moat
#

urghh

kindred viper
#

its easy tho. ref the sound on the actor it belongs to, then stop it in the actor destroyed event

uneven fractal
nimble moat
#

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)

uneven fractal
#

just cast to get the sound then

nimble moat
#

this made me laugh more than it shouldve

#

(fyi i have photoshop i just need placeholders)

vivid narwhal
#

Is there.... Is there a limit to action mappings

kindred viper
#

I would imagine there is if you can dynamically create them.

vivid narwhal
normal burrow
#

can you even breakpoint an action?

vivid narwhal
#

I can't think of any reason they're not working

kindred viper
#

not sure if you can. It would make sense to be able to, but just break one step after

normal burrow
#

i think of those more like the parameter pins on a function or macro or sub graph

vivid narwhal
#

even if I put the Break on LOS Enemy it doesn't trigger it

kindred viper
#

did you enable input on the player controller?

vivid narwhal
#

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

plush yew
#

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.

nimble moat
#

that doesnt sound good anyway to let it go past 360 degrees

kindred viper
#

or 359 specifically

plush yew
#

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?

nimble moat
#

what are you trying to achieve

vivid narwhal
#

would be simple with a timeline

nimble moat
#

^

#

0 to 360 back to 0 again

vivid narwhal
#

0 to 359 and set the timeline to looping?

swift spindle
#

@vivid narwhal it's most likely your inputs are being consumed somewhere else

vivid narwhal
#

Checked it with a print string and the inputs are working fine, just something in my old blueprint has broken

swift spindle
#

dirty it and recompile I guess

vivid narwhal
#

dirty it?

swift spindle
#

move a node around ๐Ÿ™‚

vivid narwhal
#

Thank heck these blueprints are commented because I can barely remember how it works

vivid narwhal
#

50 minutes for one bug. Turns out I just missed a socket when I changed my meshes over ๐Ÿ˜‚ thankfully all my old code still works in this version

atomic meadow
vivid narwhal
#

I'm assuming that's baked lighting?

atomic meadow
#

no

swift spindle
#

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 ๐Ÿ™‚

vivid narwhal
#

do you want a quick fix or do you want the right fix?

atomic meadow
#

i want to just fix xd

scenic robin
#

Does baked lighting is actually bad ?

#

Btw @atomic meadow You can just disable the shadow if you use the foliage tool for this

vivid narwhal
#

quick fix is to disable the shadows on the foliage and bake lighting

left citrus
#

when using a custom node and setting the return type to float 1

#

is this a float 32?

grave nebula
#

It is a MaterialFloat

#

it can be both float and half

left citrus
#

is there a way to force one or the other?

gaunt tide
#

I canโ€™t bake the lighting at all in my tiled landscape.

left citrus
#

the custom script is designed to combine bytes into a 16 bit number

gaunt tide
#

Always fails regardless

grave nebula
#

You don't need to / want to do what. It is handled by Unreal depending on the platform.

gaunt tide
#

Should probably remove all the foliage than build the lighting than place the foliage huh?

left citrus
#

so if I try to return a number > 255 the engine will accommodate accordingly?

grave nebula
#

It will depend only on platform, for which shaders are being compiled. For most, it is 32 bits. For some, 16 bits

noble sentinel
#

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???

nimble moat
#

try resetting viewport settings

noble sentinel
#

ok ill try

nimble moat
#

show > use defaults

noble sentinel
#

actually i just restarted the engine and it fixed itself

#

thank you thought, Is still weird and have no idea how it happened

sharp crest
#

still alive but going to sleep gn

swift spindle
#

@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

tribal steeple
#

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?

blissful trail
#

does the tick event cause lag ?

nimble moat
#

depends what you put on it

strong mesa
#

Made some nice progress today

undone plaza
#

why is everything so slow if i add a tree?

blissful trail
nimble moat
#

eh

blissful trail
#

i have a heap of custom events

#

this is the whole thing im not sure if fps will be very good tho

nimble moat
#

all that is on event tick?

blissful trail
#

most of it

nimble moat
#

i would imagine its having an impact

blissful trail
#

if i have the window open when i try and play the game fps drops below 40

nimble moat
#

you can test it

blissful trail
#

i usually get 120

nimble moat
#

are you able to unhook those custom events and have you game still open?

blissful trail
#

?

#

the custom events are for a keybinding system i just made

#

so u can bind keys ingame

nimble moat
#

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

blissful trail
#

thats with the event tick connected

#

this is without the event tick connected

nimble moat
#

theres a difference but not much, whatever is causing your fps isnt that

blissful trail
#

hm

nimble moat
#

i think i may know why

#

this happens to me also, do you play with the pop out window?

blissful trail
#

no

#

i either test it in the editor or in a standalone game

nimble moat
#

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

blissful trail
#

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

nimble moat
#

i have 30 fps if the blueprint is open and behind the game, i get 100+ if the blueprint is closed

blissful trail
#

yeah thats a bit weird

#

maybe epic should try and optimize them

nimble moat
#

@autumn crystal that doesnt seem very efficient

crude vessel
#

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.

blissful trail
#

im having an issue rn with autosave i have like 5k textures and autosave is taking forever any way to speed it up ?

kindred viper
#

turn autosave off

swift spindle
#

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

kindred viper
#

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

plush thicket
#

anyone know how to fix the light leaking thru the door there?

#

no overlapping UV's btw

#

that's out of the problem

swift spindle
#

anything that has a light behind it should have some thickness

#

so single planes often have light leakage

plush thicket
#

that's not a single plane

#

that's a decently thick door

swift spindle
#

try upping your lightmap resolution on the offending areas

ripe saffron
#

Could be reflection captures

plush thicket
#

@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

nimble moat
#

when you complete an amazing 3d model but it has 125,000 verts and faces

gaunt tide
#

Oh damn lol

nimble moat
#

for this thing:

#

125k verts for that lmao

plush thicket
#

@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

gaunt tide
#

For whatever reason light building is failing constantly because of the meshes or volume size required by my trees.

nimble moat
#

@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

plush thicket
#

export with smooth shading

nimble moat
#

ah, thanks

plush thicket
#

@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

nimble moat
#

yeah that looks amazing, giving it a try now thank you

swift spindle
#

@plush thicket look into your shadow bias and slope in your light

plush thicket
#

where would I find that?

#

yeah this is annoying haha

swift spindle
#

just search in the light itself

nimble moat
#

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

swift spindle
#

remember you can also use LOD's if you really must have that smoooth edge for closeups

nimble moat
#

i have never messed with that in ue4

swift spindle
#

it's really easy to do

nimble moat
#

i read online that the average asset anyway is 5000 verts, how true is that?

swift spindle
#

rubbish

#

lol

nimble moat
#

what would say is a "good" vert count (i know it would be hard because would depend on model but)

swift spindle
#

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

nimble moat
#

i need to redo all my game models now ahahhaha

swift spindle
#

in the end.... it's always a toss up between performance / usability and how it looks

#

look into UE4 lods

nimble moat
#

i will do 100%

swift spindle
#

that will help a pile

#

for instance.. I've got tree's.. most of them are 30k verts

nimble moat
#

its 3:20am now will probably be a tomorrow thing

swift spindle
#

but move 4 meters away.. and they are 10k verts

nimble moat
#

yeah i would imagine so

#

ohh

swift spindle
#

30 meters away.. and they are... 12 verts

nimble moat
#

would you need seperate 3d models for that or ue does it auto?

swift spindle
#

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

nimble moat
#

so it will auto make my model a blob i dont need to actually model a blob

swift spindle
#

or make it in your modeling package

#

it's a lot better at things then you might think

nimble moat
#

yeah, ill have a quick look now actually

static raft
#

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.

nimble moat
#

screenshot?

static raft
#

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

nimble moat
#

might mean a target issue

static raft
#

and how could I check that out since the editor tells me everything is in order?

plush thicket
#

i can't find where the shadow bias setting is @swift spindle

swift spindle
nimble moat
#

is it a standard character blueprint @static raft

swift spindle
#

the search bar is your friend ๐Ÿ™‚

static raft
#

@nimble moat yes, unmodified and unaltered

#

linked up to a controller inside a game mode etc.

nimble moat
#

ive no idea then if its a normal ue4 starter blueprint

plush thicket
#

@swift spindle thank you so much

#

holy shit

#

โค๏ธ โค๏ธ

#

it was shadow bias

#

lmao

static raft
#

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"

deep grotto
#

@static raft send a screen grab of how you're doing it

static raft
#

gimmie a sec

nimble moat
#

@swift spindle do i need to edit BaseEngine.ini for lods?

deep grotto
#

@nimble moat Lods are done by opening up the model file in ue4

nimble moat
#

yeah i thought that, yet the documentation says to edit the base engine file

deep grotto
#

Which documentation?

swift spindle
#

@nimble moat not at all

#

you almost never need to touch baseEngine

nimble moat
#

yeah i thought exactly the same but official documentation was telling me to

swift spindle
#

the documentation is..... "a guide" at best

#

in the case of this... it's written for people upgrading engine version

#

this is old news

nimble moat
#

you know whats weird, out of all things optimization is the most satisfying things to me so, today has been a good day

deep grotto
#

@nimble moat You should fine they are the engine defaults

#

so you can just skip that step

#

and the rest should work

swift spindle
#

good to hear man

nimble moat
#

yeah i did ive already done lods for 2 models

swift spindle
#

now goto bed

nimble moat
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nah im playing with lods for a bit lool

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22k verts to 3k and model looks look the same (ish)

swift spindle
#

now I have to go scream at my lods

nimble moat
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ahahaha

static raft
#

So @deep grotto Here's the interface

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this mah controller

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and this is the character

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implementing that interface above

nimble moat
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1500 verts to 100, although the model is ruined lol

static raft
#

and whenever I try to do it through interfaces

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I sometimes get an infinite loop and sometimes not

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and I have no idea

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why

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it honestly feels like I broke the project somehow since not even jumping works

nimble moat
swift spindle
#

there is also edges and other stuff like that

static raft
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why are you getting the owner

nimble moat
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i just realised im an idiot nevermind me

static raft
#

I mean the bp you are in is already the owner of the component

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but yeah

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it won't work

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and code executes after it

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Here is the crash

nimble moat
#

@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))

coarse turtle
#

I'm running UE 4.23.1, everytime I retarget either a skeleton or a bulk animations, the editor crashes.

swift spindle
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lol

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the defaults are pretty good as long as your actual scale is good

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turn on wireframe mode to see it easy

dim plover
#

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
nimble moat
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yeah i dont think its working because no matter how far away i go it looks like the same lod0 model

swift spindle
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are you clicking apply after changing them ?

nimble moat
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i think it is working, just really really REALLY well

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yeah its saved and all

blissful trail
#

so my ue4 just crashed and alot of assets are missing
they show up in windows explorer but not ue4

swift spindle
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@blissful trail looks like you lost the references

blissful trail
#

anyway to fix that

swift spindle
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need to save more often / use source control

blissful trail
#

yeah i saved and it crashed :/

swift spindle
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not easily no

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that's pretty rare to be honest

blissful trail
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so i lost 10k assets

swift spindle
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its almost always user error

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ok... there's your problem

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why were you adding 10k assets in one go

nimble moat
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10,000 assets?!

blissful trail
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yes

nimble moat
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have they been importing since last year

swift spindle
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I'm just gona let you know now... almost any system would shit itself trying to do that

blissful trail
#

yeah mine did

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i actually did it slowly tho

swift spindle
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then you should have been saving as you went

blissful trail
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like i did 100 textures at a time

nimble moat
#

what kind of project needs that many assets

swift spindle
#

also.. you should not need 10000 assets in a project

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in world of warcraft only has 24k assets...

blissful trail
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oof

nimble moat
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i feel like your doing something wrong

blissful trail
#

is it possible to drag the png files/wav files into the content folder ?

nimble moat
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yes

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is there a way to see current lod of an object or see a liveupdate of its verts/tris etc

swift spindle
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yes

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in the asset viewer

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top Left

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will say what lod it's on

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you can view lod change there

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and change to wireframe

nimble moat
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that wont update in real time will it though (i cant actually see if lods are working in game)

swift spindle
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this is realtime

nimble moat
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hmm so it is working however i see 0 difference, lods really are amazing

gleaming wharf
#

maybe epic should try and optimize them
ahahahahahahaahha

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naive

plush yew
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4.23 missing starter content when making a new project

#

is this normal or did i do something bad lmao

nimble moat
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you did actually select the project with starter content right lmao

plush yew
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1 sec

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its stuck on no starter content which is weird

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because on other versions its fine

nimble moat
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hmm there might be an option to install it when you install the engine not sure

plush yew
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missing some things xd

nimble moat
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yee something wrong lol

plush yew
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i will reinstall

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ue acting like some hoes

nimble moat
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true dat

neat forge
#

What would the object pin go to if Im casting to a characters component? Player character isnt working?

nimble moat
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get player controller?

neat forge
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That isnt either

nimble moat
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i forget the name its something like get owning pawn or something

neat forge
#

Oh wait I think its get component by class

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nvm

deep grotto
#

@static raft Right now it seems like it's doing an infinite recursion jump seems to call jump again

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Pretty sure the jump node should refer to character not "BP_Character Pawn"

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like this

dull oyster
#

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

abstract relic
#

Iโ€™m going to guess you have a sphere in the character bp or have a function that spawns the mesh relative to the player

normal burrow
#

What color is the sphere in the list @dull oyster ? Yellow?

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(World outliner)

thin tendon
#

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?

kindred viper
#

dont remove it. disable it and change visibility if you can. Then use an appropriate time.

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and preload what you need to spawn. have a buffer for it

thin tendon
#

Thanks I will give this a try

swift spindle
#

anyone have experiance with speedTree LODs here ?

lapis vine
#

I have as much as to make it available and tweak it, lol. Too new to ST.

swift spindle
#

the lod system is irritating with unreal.. especially with the smooth transistion

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seems to average it over way to long a distance

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some odd stuff

dull oyster
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@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
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Open third person bp

dull oyster
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@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

abstract relic
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Lovely. Gotta make sure it wasnโ€™t anything silly first

dull oyster
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@abstract relic ok ๐Ÿ˜‰ i must admit that its funny though

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just random sphere appearing in the random place in the map XD

abstract relic
#

Check that construction script too

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Next silliness would be to check your level bp

dull oyster
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its empty

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level bp ? where i can find it ?

abstract relic
dull oyster
#

@abstract relic that is what i posted before

abstract relic
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Awesome

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You can pause pie by pressing the pause key on your keyboard. Then you can look in the world outliner

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Now I must tap out. The sun is going to rise sooner than Iโ€™d like

dull oyster
#

ok, thx, goodbye ๐Ÿ™‚

normal burrow
#

Me too, thatโ€™s what i was gonna suggest. Click the sphere find it In outliner

dull oyster
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@normal burrow i tried, but when i click on anything during that "pause" my mouse dissapear

normal burrow
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F8 in play mode

dull oyster
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i selected it and its not in the outliner

normal burrow
#

Heading to bed but maybe your outliner is in edit world

abstract relic
#

Type in Default Pawn in the search bar

dull oyster
#

i deleted it, went out from play mode, went back and its still there xD

abstract relic
#

Of course

dull oyster
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i typed pawn, nothing there

abstract relic
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While playing

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I can see it selected in the outliner

normal burrow
#

Check view option on outliner too

dull oyster
#

@normal burrow @abstract relic : D

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ok fak it , i dont understand it, its not important, u guys can write what else i can do, but im gonna go sleep ๐Ÿ˜‰

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bye ๐Ÿ™‚

normal burrow
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Delete the pawn before possession

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That sphere be the default pawn

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Camera inside

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Get pawn-> destroy

abstract relic
normal burrow
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-> possess

vernal thicket
#

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

regal mulch
#

On the character or on the physicsasset?

vernal thicket
#

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

tidal totem
#

That looks like it would work well for a horror lol

vernal thicket
#

Lmao, It doesn't look good in game

#

That's him dead simulating physics though, not quite the ragdoll I was going for

plush thicket
#

anyone know why my lighting looks DRASTICALLY different in play mode vs editor?

#

what's going on

vernal thicket
#

Skylight?

#

@plush thicket If you press F3 while 'Playing' does that help?

plush thicket
#

F3 doesn't do anything ๐Ÿ˜ฆ

#

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?

vernal thicket
#

@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?

plush thicket
#

nope

vernal thicket
#

Why not try deleting the skylight & hitting play, then if it is that or is not you can just undo delete?

plush thicket
#

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

vernal thicket
#

Hmm? I've never experienced anything like that tho i've been using editor for a long time

plush thicket
#

this dude has the same problem as me

#

4 months ago

vernal thicket
#

Have u tried doing what he said? copying it all?

plush thicket
#

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

vernal thicket
#

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

plush thicket
#

re-importing the skylight works

#

but what the hell

vernal thicket
#

SWeet

plush thicket
#

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

vernal thicket
#

Yeah most likely, is it all good now?

plush thicket
#

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

vernal thicket
#

Oh yeah I didnt think, the height fog can cause a few weird issues

plush thicket
#

Epic needs to put that fortnite money to good use

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is all im sayin