#ue4-general
1 messages · Page 588 of 1
@plush thicket Since you're becoming a bit of a lighting expert maybe you can help me 😂 I have day - night cycle, but when the directional light goes under my map it still lights up part of the map, and foliage, any idea?
Ah I know, tbf it is a free to use engine though so I'm definitely not complaining too much!
well step one would be
make sure your meshes or landscape mesh aren't one-sided
that can cause a TON of lighting issues when the sun is below your terrain
you can either make a blueprint script that disables the light when it's between certain rotation angles
OR
make sure your terrain is two-sided
i don't know where that's at lol
but yee
I didn't want to disable the light as my sky updates based on light rotation, but maybe theres a way to keep the light rotating but disable the light?
But yeah I think that's the way to go definitely
Definitely my map that's leaking i'll scrnsht
That's with the light underneath the map lol
set the intensity of the light to 0 when it hits that point
Nah I figured it out, just need to find a fix
So It's because my landscape has no layer underneath the map, I could fix this by adding a simple box underneath the landscape to block light coming from underneath, but maybe theres a way to add a layer inside the terrain settings?
without simple box under terrain
With simple box under terrain
It hasn't hurt anything it's not really much to render, maybe I should just keep the box there? lol
Nope still not fixed
@vernal thicket this is off-topic
but you should try to look into some other HDRI's like this
for your sky
Still looks like this even with the light under a mesh, wonder where it's coming from 😞 seems to orient based on where my camera is pointing aswell.
changing the skysphere adds SO much to something
Change the sky sphere based on the direction of the light? but there wouldn't be a blend between day-night
I'll carry on looking later haha, I gotta go out cya later bud
Anyone uses agile in gamedev ?
Agile is that thingy - with daily stand up time wasting meetings
And a whole day waste once 2 weeks
That's not what agile is
Agile means you deliver working builds very often with a focus on iterating and improving piece by piece
Somehow some companies devolved it into a controlling culture with 17 different roles, daily meetings and deadline-oriented people
@cloud cobalt well in me exp - thats exactly what it is
But I wonder
If its used
In gamedev
Not what is it - i know what is it
Its a time waste
Here's what agile is : https://agilemanifesto.org/
We are uncovering better ways of developing software
by doing it and helping others do it. These are our
values and principles.
It's literally 4 short lines
Nothing in there says you have to spend 3 hours every day talking about every line you wrote
I asked a different question
The answer depends on what you think agile is
Most companies who say they're doing agile, are not
Your company clearly doesn't
Tbh
My company... is...
It doesn’t know what it is doing at all
But I am not working in gamedev
daily meetups are a thing in most studios. but not for 3 hrs
i'd say 10-25 mins mostly
and 25 is a rather long one already
also mostly team based meetups obv
Well@we have em for atleast a hour 😐 but as I states before my company is a role model - how not to manage company
They also doing it cross teams
Like QA R&D SW Designers all in one meetup
100% time wasted
gG
The thing is
I worked in 3 didferent companies - and they all were the same
And none of them understood agile as a state of mind, rather than fixed processes
Agile is not having fixed processes
Tell me about it
So far mu exp with agile...
Maybe I need to find a normal company to fix it up ?
@cloud cobalt also we are working on a new product
That will take atleast a year
To be deliverable working
How can agile even apply here?
By definition
I used to work at a company that was full of long useless meetings ... Including meetings about upcoming meetings. That's not a joke btw.
Feel you...
IMHO problem starts with “smart” ppl who hears about new methodology and thinks like -“Thats cool we should use it!!” Regardless if its applicable or not 😦
I don't know their reasons but we always had tight deadlines and I always had lots of work to do. It just seemed like such a waste of time. Please just let me get on with what you pay me to do.
@valid pike Well, you can't really agile a year-long product but you can start with parts of it
"deliverable" would be like one of the systems that passes unit tests
That way you can expand with every sprint and keep ensuring the first part keeps working, etc
Ugh sprints suck on a small team heh
I mean basically,
Agile is about not being waterfall
Waterfall model being you write specs for the whole finished product, then plan it, then develop it, then test it, then ship it
Basically how you produced an airplane in 1990
Games always are developed agile-y in at least some way if they're any well handled because you change the concept of the game a lot during development
But the best way to develop your game is to have a playable, no matter how it looks, game very early and then work up on that
Jedi Fallen Order has a hour-long documentary that shows their "UX research" game slice
That's essentially agile stuff here - the initial core team delivered that, playtested it, and kept iterating
Being agile here would mean doing this for the whole production with playable game releases every 1/2 week
Well idk - not in gamedev - working on streaming hevc and stuff
And having no video for atleast a month
How can it fall to the agile category anyway
Also it is the same task for a month
Sitting in that standup meetings and telling the same fucking thing all the time
Is more than furstrating
😦
Well, like I said earlier, that's a failure of an agile process
No, we can come to the conclusion that your company sucks at agile
My company suck at every single thing
Honestly
We dont even have source code
And no devops
And yes, you can't decide to do an agile jumbo jet and have the first delivery be an actual jumbo jet
And noone gives a damn
Source control I meant
Amount of red static lights exceed INT_MAX
But in software, if you're doing a video game, your first sprint can be a camera moving in UE4's default scene. If you're doing a website, it can be the "under construction" style page. etc
I agree
But I am doing a life long task which is encoding algs
I cant make a part of 1/inf alg ?
Or can I ?
Is it a research project of creating new video encoding math ? Then yeah, agile isn't for this, it's a research project
If it implementing video encoding math for production software ? Can work
The first sprint can be "can read data from a buffer and output a blank frame"
Yes kind of
Thats meaning less ?
I mean ... whats the goal in it
It will be in this state for years
If it takes years of work by multiple people, it's fair to say you're going to be writing tens of thousands of lines across hundreds of files
So what is your agilization ? Splitting the sprint goal along the amount of files ?
Whats the benefit ?
No, the agile idea is to work feature by feature, release new features when they're here, and not break previous features.
that's not what agile means
But there is only 1 feature
Encode and decode
Takes more than 2 weeks
Cant see why to even use agile
So your entire project is just two C++ methods ?
1 - int main()
There's no file management, or streaming system, or color conversion, or ?
Not for the first start
When we only have to encode decode to start with
The rest should be built up on this
Or regardless actually
But...
Then if it's impossible to split your multiple-year project in features, yes, you probably can't make this agile
agile: individuals and interaction over process and tools, working software over documentation, collaborating with customers instead of negotiating over the contract, responding to changes instead of sticking to a plan 100% of the time
I've linked that earlier in the convo tbf
ah, okay 😄
So we did cane to conclusion
imo sprints in game dev don't seem that useful
That this doesnt fit wvery single project in the world
I'd rather have a kanban style board
with no sprints
since sprints are mostly about showing the customer what you accomplished in these past two weeks so that they can feel engaged in the project
I would change agile to FDD
The "working software" part of Agile is what sprints are about, though
Feature driven development
working software means that you don't spend two years documenting each use case
I've seen a project like that
two years of project, all documentation
Lol
7 GB worth of word documents
Ahaha
It also means you have shippable software all the time
it was all about the company covering their asses from a contract stand point
document the shit out of everything and then you can point to them when something doesn't go the way customer assumes
But not suitable for a years of research stuff
That wont have any product
Till POC
Alpha lets say
Pre alpha
Executable
Lol
agile in itself has very little to do with the actual process of developing software
sudo rm -R agile_methodology
I'd say that in essence you want to have a constant pace of completed work
I think in general
The product gets completed when ppl working on it and not sitting in pointless meetings
IMHO
you still want to have some form of meetings show that you can see what everyone is doing
otherwise you have people working in the trenches without knowing what's going on in the big picture
and that shit sucks
Daily 101 - today I did the same as yesterday - but ai did a twist - I divided a float by 0.0f and got nan -inf :-B
The biggest furstration
Is that I am working alone on my priject
Rest of the ppl are working on web
<
Why the hell should I care about them
Well as we all@concluded
Mu company suck at everything
I think we talked enough about agile
And we can mark my question as closed generally
Just wish that managers would think a little bit before making such decisions as to make everything wrong and suck
And yesterday
Needless to mention that I am actively looking for a new job right ?
can anyone help me with unreal engine ?
oke so im making an mmorpg, with 20 procent of knowledge of coding , the othert 80 procent is stuff like Ui and stuff xD
haha xD this is a simple game haha xD
so the question:
can anyone help me set up the atribute systen
if u just got started u better make a simple game first otherwise u will have to remake ur game when u actually understand how to use ue4
im using structures enums and database
did u try youtubing that?
yes i did try it bud its al simple coding, the coding i need is that u can use it for more then only attributes, like if mental strenght is 50 you can attack like 200/250 damage, if its 1 then u can hit like 2 or 3 damage
it has to be connected to the skills and database to
im in unreal engine for 1.5 years now, this is my last chapter i need to learn
might want to be a bit more specific on what u dont understand how to do
dont feel like writing it all out
yeah i know its really a lot of stuff
oke i send a screenshot then u know what i mean
Hello
Anyi know how to force add a 4.23 asset to a 4.22 project?
not possible @cosmic matrix
so if i want this to be attributes that has its own level system, do i need this then ? or shall i make a database like this , coming in a second
this cant be changed in game
so if u want changable variables
use structs
it's called datatables not databases btw
oke yes, and if i want to summon the database into the third character, how do i do this ?
i open the blueprint o the thirdpersoncharacter and what do i do ? XD
database doesnt exist in ue4
i mean datatable *
hmm I dont rly work with these often but I think there are nodes for that
try typing the datatable file name in the node search
oke
i think i will need the datatablerow
if i break this curse of not knowing how to do this i cant make my game
thanks 😄

iw thats nice of you thanks for getting your time
@sharp crest thank you
Ok but is a porps pack
if you feel good then i shal work xD

Hey all! Can anyone tell me if Mesh Distance fields can be used with World Composition? I know that it warns not to use with level streaming, but i'd just like to ask in-case World Composition is different enough from the level streaming tool.
any1 know how to limit the maximum velocity an actor can reach in game?
so say I want to limit my character from going past 20,000 in terms of its velocity, how would I do so
@oblique tangle that's INSANELY fast, but yes it's definitely limitable
anything is possible either through blueprinting or through the C++ code
whats the node to make me fly in real life then? @plush thicket
you gotta gain access to the real life cheat manager @sharp crest
enter heaven
whats the node name for that?
eaven
cant find it
4.21
is it in a newer version?
also how do I get the player controller of my real life body?
is it Get Soul node?
k

@leaden bear don't see why not to use mesh distance fields with world composition
try it, and try monitoring performance and output log
if you get no performance breaks or errors, then it's fine
don't see why you wouldn't be able to do that
@plush thicket Thanks for the response! I'll head forward with the combo.
just be weary of your distance fields "resolution" (or whatever it's called)
I haven't messed with mesh distance fields in a while
but I know there's a distance cut off resolution thingie
if you're gonna have a huge world just watch that
how can I get windows mixed reality joystick to work with UE4 input?
yeah i was about to say
bruh
@remote roost https://lmgtfy.com/?q=windows+mixed+reality+joystick+ue4
For all those people who find it more convenient to bother you with their question rather than search it for themselves.
I dont like that website anymore, they started promoting their own shitty engine
the only link i saw when i googled was one saying to use Steam Input plugin but that doesn't work.
we need to make our own ue4 one
i'll check the other ones tho
try googling what I did in the screenshot
@remote roost https://forums.unrealengine.com/development-discussion/vr-ar-development/1499700-windows-mixed-reality-input-mappin
Hi everyone,
I am building a condensed documentation about input mapping for multiple gamepad/vive controller and so on on Unreal
This one is available here
have you checked this one
yeah that doesn't work as he said there "the thumbstick is not mapped at all"
uhhh
i guess there's a wmr plugin tho
I think they added something like that in the last version
I saw in the patch notes something about windows vr
i'm on 4.23 already
mm
lol

i'll try the windows one but they name the inputs weird
damn
now i have a problem lol
anyone here know why
when my character goes onto this ramp
the cloth simulation fucks itself
usually I fix that by deleting my assets and going to the marketplace
so cant help u more than that

does a sphere collisions size effect performance in any way ? I doubt anyone knows this one X_x.
well.. i guess size could technically produce excess collisions checks. so on the average game, the answer should be yes.
but aside from collision test count... . i wonder
yea but I wouldnt bother optimizing these kind of stuff
I'm sure it's hella optimized
basic stuff
youre probably correct. but if i need to spam 200 of them in my viewport. 199 actors testing for 198 other collisions might take a hit
i should try and test it. yea haha X_x
(solved my issue by just using the SteamVR plugin instead of the Windows MR one)
the fuck is up with that emoji btw
lol
hdsmiley
it's the best emoji ever wdym?
I had a big version with 9 emojis too
but now no need cuz discord made emojis bigger
looks like the first time i used blender
no
br*h

cheapest vr headset
I thought about buying it just to flex my friends
ah nv
whats the name of that thing
that costs 4k
i think you're talking about the plimax 4k or something
o
i thought that died and never released
i think i know what the issue is
steamvr isnt gonna work until i build it
so im gonna need to build it everytime i want to test my controllers
tsk
or test anything in the game i guess
lol
because clearly its not working in preview
hey, is this server offical ?
No.
editor crashed on compile and I didnt save before
:-:
this auto save on compile should really save before compile............
Is there a not-so-high-effort way of seeing what causes UE4 to crash?
I'm trying to record a sequence but it crashes every single time, I'm wondering if I can change anything to get it to record
Alright lads
i'm getting this compile error
"The variable PlacementStruct declared in AnimBP has an invalid type Structure"
after deleting an interface used by the animBP but the variable no longer exists under variables so i can't delete it. but i cant recreate it either, it says name already in use. any way i can remove this variable?
@calm widget is this variable still referenced somewhere outside animbp?
Try compiling other places it was referenced
Did you try restarting UE4? I had a similiar problem once
it shouln't be referenced in other places, i'm pretty sure. hm, yeah should probably try restarting before asking questions. ill try thanks : )
You could also try hitting play in the editor and it'll tell you if there's errors and where they are
play in editor worked even tho i had the compile error and the animbp worked properly it seemed. restarting the editor gave me the option to remove it. thanks guys
Anyone know why my mesh is doing this on simulating physics?
Sorta bending from the spine, like the spine is stuck where it would normally be but everything else acts as normal
when u find out u cant replicate maps
Seriously who do I need to suck off to get unreal to fix the play rate track in sequencer
And no rendering in high fps is not an option, it kills motion blur
@remote fulcrum me me me!
Oh yeah, speak up then
I can't believe they just broke this fucking track for no good reason and are not fixing it

I need someone to inject me game ideas, whenever I want to develop a game I cannot came up to an idea and it’s so frustrating
make a platformer where the main character is bitcoin (and co op character being eth) and the enemies are fiat and shitcoins @hidden aurora
I want 50% of revenue for this

I want to do this but busy with other stuff 😂
@hidden aurora Do something with VR, Half-Life: Alyx is coming out next year.
You know I had a dream that I smoked a shit ton of weed tonight. It appears that someone else got high instead.
Something moddable with UE4 would kickass.
lol
lol mfw: reading stuff like wanting to develop a game w/o even having an idea or a vision...https://media1.tenor.com/images/1808f11c5cbe69016d6ef7f8c3397a81/tenor.gif?itemid=5564467
most people's issue is they keep thinking about new ideas 😅
So does nobody have a solution to the play rate track that does not include high framerates or matinee?
There's no questions channel on this server
I mean here https://answers.unrealengine.com/index.html
Enterprise solution for all your Social Q&A needs.
Ah
and u can also ask in the right channel here
doubt anyone in general will be able to help with that

first time I use map
omg thats so helpful
I’m still trying to reduce meshes for the kite demo trees. UE4 doesn’t like them too much
When building lighting
If they're trees you probably want them dynamic
The problem is their light mass volumes and the meshes according to the log.
Its really frustrating, whenever i start a new project i left it within 1 week due to lack of ideas
@coarse bronze i would really like to, but i currently dont have any vr headset
LOL
at the abominations you make
The modelling god pinched his shoulders too hard
@gaunt tide Again, trees probably should be dynamically lit and thus ignored by Lightmass
Yeah I thought that would fix it as well
All jokes aside, I did manage to retarget the Daz3D skeleton to the UE4 one...
However this has happened to the fingers
yep just keep retargetting till you get it correct
there might be 5 bones in the hands per finger for example and you chose one too far down the chain when retargeting
I didnt choose any
I used Humanoid rig in the retarget manager
which doesnt have fingers
in the targets
click the show advanced option in the retarget manager for the rig
Anyone know if you can do a Select type decision in an anim state machine?
How do I lock my cursor in the center of my screen? I'm using the first person template
set input mode? @solid sierra

what exactly do you want, to see your mouse in game?
No, I have my first person game and I can move around just fine, but I want to click things using the center of my screen and for that I need my cursor to stay in the center
you will wanna use line trace
Hide the cursor, show a virtual cursor in the middle of the screen.
@nimble moat may I dm you about this for help?
i assume you want something like this (that red square will act as a cursor so to speak)
yeah
is this for my player character?
yeah
ah thanks!
@nimble moat dejavu?
yup
😂 😂
The only thing I couldn't do was set the hitmarkers colour based on whether an enemy was killed
Does someone knows how can i achieve the gang beast feel in their characters?
I gave up on that though didn't care enough about it
@hidden aurora someone else was asking about that lol
I dont actually know if it is physics driven or something else
@hidden aurora you can start by using this "set all bodies below simulate physics", use the character mesh as the target, then drag off the mesh, get socket name, and type in the name of the bones you want to be ragdoll
So if you type "clavicle_l" on the bone name the left arm will be ragdoll
Maybe i can achieve smt with setting some bones to kinematic and physics to radgoll
Well I tried my suggestion earlier, applied it to my characters head, so the head was wobbly but the rest of the animations played as normal
If you want to try, go into your character blueprint, just type event begin play > set all bodies below simulate physics > mesh as target > drag off mesh type get socket name > type in the bone name from the skeleton tree you wish to ragdoll
Then connect that up to the simulate physics
What would you mean by this?
I'm following a tutorial for interactive grass and it says something about show-only list with a actor
Or tags or something
Nvm
Found it? I’ve done nothing with tags before
Kinda
Trying to make a bool named isMoving to be triggered false when my player character reaches his destination. Can anyone assist?
@brisk girder use a box trigger to set bool?
I am unfamiliar with that method. Can you shoot a link or an explanation?
Basically, the movement system is like Diablo, top-down point and click move
When the player reaches the point that has been clicked for movement, I want my bool to trigger, but can't find a node that will do this for me
Yeah that would work if I was only going to one location
But I need it to trigger anywhere
Unless I am missing something here?
whats the bool? you wanna check if the player is moving after clicking?
I am setting up a Stamina bar, similar to Diablo II
@cloud cobalt Can’t dynamic lighting using LPV be pretty hardware intensive tho?
When the player is running, I want it to drain stam, when they are walking, I want it to regen stam
But to trigger those, I need a bool which determines if the character is moving or not
I have a system for that
just use velocity
Derp.
@gaunt tide Dynamic lighting is more expensive, yes, but trees usually look bad with static & cost a lot more to bake. LPV is discontinued
and then if velocity is greater than 0
bool is true
and then if not
i.e. velocity is 0
then bool is false
My stamina system seems a lot more complex than that lol
or the other way around with the bools
TY @wispy comet
@brisk girder you also don’t want stamina draining if you are falling
There is no falling. Its a top down diablo style
Ah well Nevermind than on the pic I was about to post lol
Thanks guys!
No worries, glad to help :D
@cloud cobalt Oh dang I didn’t see that on their help pages for lighting
They're not exactly really up to date
Just add a light source, sky light, make them moveable? @cloud cobalt
Amazon ?
I'm seriously confused
Digital ocean
Hello guys
Best way to learn mate lol
Sounds like a bad tutorial Scottish if they aren’t verbosely explaining
I’m wondering if that tut was using custom mat functions
I just can't figure out how to do custom parameters
It's good if you know the software
For my skysphere I should probably just have it load for each set of levels Im streaming as opposed to having it load for the entire 64km^2 landscape huh?
That was my first thought too high tide, custom function
Tuts that are good if you know the software may not be great tuts for now if your learning it
I figured out custom parameters
Now it's just one kore node
More
The MF_GetProjectionUVs is left 😖
Google it, may be custom node
Zilch literally nothing shows up
Yeah I feel that too. Alot of the tutorials I watch and with what I need to do with my map are outdated
Search content browser but include other developers in search
Picture doesn’t help us know what it does inside
Lol. That's the picture on the tutorial ofcourse because it's non existent
What’s it supposed to do? Time to teach you material functions
theres a screen texcoords node.. but yea maybe sharing a link to the tut would be helpful. hard to assume what that thing is supposed to do
I got it. God damn didn't matchup to the name
yea idk if thats what you want though
It is
was a wild assumption
Is it? 😜
That’s generally what MF stands for
Is there any way I can change the rotation of a static mesh?
Head and camera are both 0,0,0 - I'd like them to be aligned
what if you rotate the head?
I need the heads rotation to match the cameras
k since it looks like its one actor
go to the details panel
and find the head in the list of components
click it, and then you can rotate it independently, unless the camera is a child of the head, then you need to select the camera and rotate it.
@normal burrow I set the heads RotLoc to match the camera's on tick
so I'd like to change the heads orientation so it matches the camera
compose rotation or compose rotators
or combine?
combine rotators?
one of these things get you what you want
Initial orientation is important though
Okay.... wtf. It works but in a weird way
@abstract relic do you know how I can change it?
I dont really understand how that helps when I set it to something else on tick, but Ill give it a try
you use this on tick.
where you are setting it on tick, you set it to the combined rotators where one of the operands is 90 for z (yaw)
nope
rotators don't work like that, need to combine them
okay, Ill try it, thank you
if thats off, flip the operands. its hard to remember the order bp does things
it applies A first then B
yea which is like saying it rotates before it rotates
https://gyazo.com/c56d44bddfd582324e980b07c0a0b4a6 Dont mind FPS as it doesn that when I take screenshots. I just had a question. IMHO for a game that is going to be realistic. Does anyone else find objects in the distance kinda blurry?
Kinda reminds me of when I dont have my glasses on..
you mean whether the things in the background of your screenshot look blurry?
It looks fine to me, but Im not an expert
Yeah objects close by seem fine but anything further than like 10m are blurry
It’s a combination of LODs, depth of field, and the pixel density of your render
It kinda seems like a DOF thing to me
impostor trees
Billboarding pat? 😜
is the latest version of UE4 4.23.1? i swear i saw a link to 4.23.3
could've just been going crazy idk
Hmm
idk lol, trees that always face one direction and the approach you view them from determines their orientation when they become 3d
Changed a few DOF settings in the post processing volume and it didnt seem to change anything
You may be thinking of the third preview of 4.24
4.23.1 is the latest non preview i do believe nerf.
We’re all mad here
Well as said they are just a little blurry but even with all of these trees in my 8km^2 landscape still get over 100fps so far
Now imagine using game ready trees!
Draw extra pixels
where do I learn level design
https://docs.unrealengine.com/en-US/Resources/ContentExamples/Lighting/3_2/index.html is this redirecting to the Korean page for anyone else?
An overview of the Lighting example level, example 3.2: Light Functions
wtf now it works
Lol
No
Was gonna say it didnt for me
https://www.google.com/search?q=ue4+light+functions try clicking it to from Google
Still no
Sorry no speaky the language
tldr: Light Functions are - in essence - a Material that can be applied to filter a light's intensity.
does the above link go to en-US page or redirect for you?
even Discord's cache has it wrong
they may have missed this section https://docs.unrealengine.com/en-US/Gameplay/Localization/index.html
also, just noticed that theres a dark theme for the docs
but it brings me to en-us (both)
Hey guys -Is it possible to make it so all edges of my mesh fade (feather) into 0 opacity? All I could find were tutorials on how to make materials to blend into landscape, but I want the mesh to have feathered edges without intersected anything else.
could someone with UE 22.3 pls export somethin as .fbx for me?
fresnel is the answer to many questions
anyone with UE 4.22.3? please?
Fresnel everything pat
V-Ray friends honor Chaos Group team with this special anniversary video! Thanks to some of the best VFX people for being part of the V-Ray development for o...
absolutely, more glowy things
https://gyazo.com/9a556c406b895d4020541358594d345c Correct me if I am wrong but I will have to redo this landscape material in order to add grass, rock, etc to my landscape when it is loaded?
Rn it is colored based on my imported heightmaps
@abstract relic The almighty
I ain’t a landscape lad
Well poop. Are you a texture streaming lad?
I don’t know what I am
Dang. Ive had editor open about 2hours now and it just now popped up the whole "Texture Streaming Pool Over 163.843 MiB Budget"
Did you build texture streaming data?
This is a topic I’m researching this week at least
But if you want a bandage. Open console and type, r.Streaming.PoolSize [insert desired value]
I'm having an issue with my packaged version involving video mode with Game User Settings...
setting to fullscreen mode with a resolution less than the resolution of my monitor seems to upscale all of my other monitors too... is this working as intended? shouldn't just the monitor containing the game be upscaled?
@abstract relic Well I did try to add grass but than reverted back to just having trees
But that’s the only thing I changed
please im looking for somebody with UE 4.22.3. anyone?
@plush yew I'm using that
Can I bother someone for help
I am just getting start with unreal and I am trying to create a night scene
I am able to make the sky night but when I play the scene the ground gets brighter and brighter
until max brigthness
@charred chasm this has to do with post process settings. by default it's adjusting kindof like the human eye does, but it sounds like you want to tamp this down a bit
In project settings >>> type Exposure in the search bar>>> disable that sucker
Hey I just have a general question about character creation. Can anyone point me to a reliable source that can teach me how to transfer the weights and armature of one model to another?
^Specifically in blender
the bone names are different between armatures?
I know UE4 has the option for skeleton retargeting, the only problem I have with it, is that naming convention for the models I'm using don't follow the normal naming convention.
Do you guys recommend using vscode instead of vs for unreal_
would only recommend vax and vs retrosen
Im currently using that setup but i really hate the visuals of vs and vax
I hate the visuals of VS too. Like the 95% of stuff I dont use being there.
its more about utility for me
vscode is quite new age with its highlighting and aliasing tho
Thats true but it hurts my eyes lol
But vs code themes are lit
its kinda like the new winamp yea
I mean look at this beauty
@abstract relic A black and white fresnel gradient that serves as an opacity mask?
i tend to care less about that stuff, i've used things like atom which i think that is going after (and developed by the same people afaik)
and it didn't help me program any better, vax's color theme is ugly but memorable lol
What would the cull distance for meshes command be for the console?
Or like render distance. I found some meshes for grass that I'm using in a landscape but they disappear after a distance
Like this. The grass doesn't appear after a certain point. The grass also doesn't show in foliage.
My issue also seems to carry between projects
Hmmm
@ me if anyone has an answer
you can't store anything inside of a function
including a counter
sigh... my brain is not good at writing right now
Some things dont work, so I get what alt means. Like using a delay in a loop.
try it
your incrementing a float.
you can't store the float variable inside of the function itself
needs to be outside of it
a function can not store information
@autumn crystal you misunderstood me. I meant a For Loop
@deep grotto thats because I use an interface so the target changes accordingly
hI! if someone can help me to solve problem with my project. i trying to render car animation, but wheels doesnt spin when i playing animation.. also when trying to export video (capture) car totally staying in place and start s to fall through the ground or flips..
aids?
:p
i dont even know what you are doing tbh. Im having serious anxiety attacks so my brain is rotating
I suffer from anxiety attacks due to mental distress
its probably a do-once in a function being iffy
so use the do-once outside of the function
think about it. Everything in a function that is defined in the function, is scoped to the function. Once the second function call happens, the Do-Once doesn't exist. It makes a new one
I'm bored because I can't decide what I should finish first
7000 hrs
do u know what u could have done in that time
probably became a millioner
well depends on ur iq
no
my IQ is 136 apparently, although Im sure I've smoked a few points away
anyone who does an iq test instantly gets his iq reduced
I don't need no test to tell me my IQ is high

I did two IQ tests, 3 years apart and they both had the same result.
its not the points that matter tho, it's what you do with it.
I use them to help others if I can, whilst I starve trying to make my own projects work :p
sorry didnt realise

think he meant me for talking non-unreal stuff. Its all good
anyone have experience working with ragdolls?
u have better chances to just post ur question
hi i want to know if code in blueprint can rise the fps or make some bug
trying to get my capsule component to stay on the character when ragdolling
I'm trying to increase a float based on the player's velocity relative to the direction of the attack. So if the player is moving backwards away from the target the damage will be decreased but if the player is moving toward the target the damage will be increased. Just adding the players velocity magnitude to the float obviously isn't enough. What term should I search to get this figured out?
c++ is faster than blueprints (fps wise) but it should work fine for most games @lyric bane
@lyric bane I feel like I was able to set the ragdoll to not inherit the location of the capsule and then just have the capsule set its location to the pelvis bone but that might have caused issues, its been a while
Fuck. The thing i did now isn't working but it's all there
could you walk me through it? haha
i have enemys that ragdoll when they are launched in the air. but if i want to hit them while they are airborne i need the capsule to be attached
I created interactive grass there was a big issue (it was showing a square insteal of circle but now there's nothing
I think I gave up on my process because moving the capsule in turn moved the ragdoll and caused it to fly around like a dementor. But my current system has two capsules. One for hits and one for collision. If you used a similar two capsule solution I think you'd be fine. Just have the hit capsule follow the pelvis and leave the collision capsule behind until the ragdoll is over
I haven't implemented ragdolls in my newer project yet so I don't know if that'd work for sure but I don't see why it wouldn't
Hmm that seems like a good idea. but my soft lock system will make my attacks target the capsule still
oh true
damn that's how mine works, I'll put that in the notes
yeah it'd be annoying to cast to my target every time and then specify that I'm looking for the hit capsule
It's not ideal but a branch might help. If it's ragdolling track the other capsule. At some point I planned on having the camera track the target's chest bone but that might get pretty wacky
Anyone come across an issue where changing any of quality settings causes the engine to completely freeze up, going from Epic to low/medium. Same with material quality settings.
does anyone else have a problem where delays work strangly when you open a PIE window while looking at the blueprint?
Hey, I have a peculiar problem relating to Skeletal Mesh Material Slots. I have a licensed skeletal mesh asset originally made in Maya, I'm simply trying to add more material slots on the asset. What I'm doing is, exporting the asset through fbx, importing it into Blender, adding said slots, and exporting it back to fbx. The exported asset has some skeletal issues and is throwing errors left and right. Is there any way to just overwrite the original material slot assignment without having to fully re-import?
null != 0 so im not sure why you expected null?
that depends on the output entirely
what gives 0? the index Integer content?
technically if you have an array with a max index of 2, and you try access a third, it gives an out of bounds error
maybe not in blueprint as it would crash the editor, but I would need to see the code
hmm doesnt sound right but if it works
yeah all those outputs are floats. Im surprised it spits out 0 tho. That is gonna break if underneath it's trying to access what you tell the editor is a valid index
well thats because you are returning a struct. They have defaults
BP can't handle pointers to struct
and accessing an invalid index (something that outputs an error in the log and would outright crash in c++)
^^
is not really something editor should fix for you automagically
yeah its confusing, except he's returning struct values that are split. So they will be 0 as it will take the default I guess
blueprint ❤️
well it did save you from crashing the editor so it did its job :p
either check if NextRotation isValidIndex in that array before you exec the code
@mossy nymph you have any ideas about keeping a capsule attached to a ragdoll?
or if it can loop back to 0 and cycle, when you increment it also do a modulo <number of array items>, and it will never go out of bounds
literally by using IsValidIndex
@lyric bane i never tried doing that
you do it before the exec node that pulls that array get
i had walls built up using the geometry blocks but for some reason all of them are gone. Also when i add a new block it disappears too. i went in wire frame and i couldn't see them as well as ctrl H
... i dont know how to fix it
i don't think there is a difference
Guys can someone help me with creating a flipbook?
Can I modify an Actor in a recorded sequence?
I've recorded a sequence with my Motion Controller Pawn, but I need to have two variations if this exact sequence:
- 1: with a static mesh (head)
- 2: with a plane that has a media texture on it (playing a video)
so when posing a skeleton in the skeletal mesh viewer, is there any way to move bones so that the rest of the body follows that bone? e.g. move a finger out to a position, and the rest of the skeleton follows that movement while respecting individual pivots?
or alternatively a way to snap a parent bone to a child's location
@lone tapir Flipbooks aint difficult. Just have your Spritesheet, note the number of rows and columns there are, then use AnimationTime input as a normalised time (0-1) between each frame.
there are tutorials online for it. Should take you 5 mins if you have a spritesheet
@kindred viper Got it! Can I create a flipbook inside unreal with the image sequence I have?
sure
I wouldn't use an image sequence though directly. Turn it into a spritesheet
dont forget there is an 8K maximum on the image size tho
you can chain flipbooks tho
How can I fire the animation of a flipbook inside unreal?
it will be part of the tutorial you are about to go watch. Good luck :p
So the final image cannot be more than 8k?
per spritesheet yeah
you could have half your anim in one Flipbook material, and the other half in another, then chain them together
Can I link two spritesheet one in the animation? play two 8k files?
no it will be seperated per material. You will see
you can combine them though with event based triggering of the anims
Do you have any good tutorials for me? I'm watching some I found but it's 30min!
cmon man if you can't find a tutorial on flipbooks, then I wont be any help to you because Im not a tutorial machine
I just advise 🙂
No problem just because I will have to convert several files. And delivery is for today.
I told you earlier @autumn crystal . Use sound cues
there is a whole audio subsystem for this and its massively changed since Rama added that method
why?
@lone tapir
did you know you can dynamically load assets?
did you know you can use Youtube within UE4 via a WebBrowser widget?
ye it's cool u can use any website @kindred viper
lots of caveats to that but it can be done
well regular ones 
yeah I've used it as part of login systems before I went the vaREST route
yeah
and it needs to be manually activated
although that might have changed. its been a while
yeah the web browser route is not what you want. Its the Sound Cues and audio subsystem you want
AssetRegistry and AssetManager in C++ have what you need
to load assets
I recommended it because if you just want users to have a play list, and you showed me a YT image link, then why not just load Youtube
the Web Browser could use some work tho so its not always useful
yeah so use the normal method. Sound Cues
System for playing in-game sounds, including the use of SoundCue node-based audio assets.
ffs man
I know you are running before you walk here, but trust me. If you want to control audio. The audio subsystem and sound cues is the way
it has been since UT godknows what
ok you figure it out
Thanks for the hint of speed I could see the video! Now I'm stuck in a problem, how am I going to create a stereo output if FlipBoook creates an output on my UV channel? 🤔
how do i mirror/ flip this
yeah but its not symmetrical so i cant do it that way
Scale it down until it's upside down
Or right click and click transform and then mirror
During runtime, I am using a TakeHighResScreenshot node to create a screenshot, and it saves to Saved\Windows\ by default. Great. But I also want to be able to delete that screenshot during runtime. How do I do that?
Well, now I'm starting to wonder -- does the TakeHighResScreenshot node work during actual gameplay in a packaged build, or is it an editor-only function?
Instead of Remove Instance, How can I hide a single instanced Tree? Everything I try hides all my trees at once
Why not remove instance ?
Remove instance causes really bad Lag in Unreal. I'm trying to figure a way to code around that. By Hiding them instead and removing them when the lag won't be noticed
Because unless I can find a way to hide them. I'm going to have to have already scripted trees at all times
Thanks I'll give it a go
Hi , i can't change the streaming methos of my maps to "always loaded" because tis option is not shown when i right click on my map
Turns out no matter how I approach it. The act of doing anything to a single instance will cause lag.
presumably because it rebuilds the whole data?
I ran my map for about two hours before it gave me the message for streaming pool
But than again my entire map isnt loaded all the time and it is split up into 10km^2 sections
I am also working on figuring the streaming pool stuff out @thin tendon
Whoops we are talking about two different things nevermind
@gaunt tide With the level streaming stuff. What I figured out is its better to split your map as much as possible and only stream in small sections as you need them. But I still haven't figured out how to decrease load times for level streaming.
Yeah I split it into 10km^2 sections and it loads instantly for me
Thats with just the terrain and trees tho
If you have a section set to always loaded it still uses resources
Yeah but I had to use larger sections because I have 961 tiles for my entire map
For my project I have 16km with towns and POIs. So I don't have the same luck. For me load times can be anywhere up to about 30 seconds
Yeah mine will have a few POIs and cabins sparsely populated throughout but that is about it
The one thing I have figured out though when it comes to streaming the smaller each section the better
And watch your construction scripts. You don't want too much constructing at once
Yeah. I mean ig I could make the sections smaller but that just means more work for me lol as the current section size is 5x5 tiles
Instead of using tile streaming. I opted to have landscape persistent. And load foliage and towns using streaming trigger volumes
Yeah I was considering doing that actually as I would like to add multiplayer and streaming Im using only works for singleplayer atm
I used that set up because I wanted to use a system that removes all AI and loads new ones back in on each transition
So you have trigger volumes at the edge of each tile?
Nah I ignore tiles completely. And just use trigger boxes. Then overlap the triggers. And add all actors inside each box to its own level
Oh. Yeah idk if I wanna do that unless Im able to write a blueprint that does that for each of my tiles. Would take me probably a month to do all the tiles I have
Yeah it takes a fair bit of set up. Took me about a week when I first realised I needed streaming
How many tiles?
I have about 20 sub levels set up
https://gyazo.com/fa892cb8c53e54b41331a1460b0191e2 This is how I have mine sectioned atm
Based on a landscape from East Africa
Failed to import 'C:\Users\spraw\Desktop\33233.jpg'. Failed to create asset '/Game/objects/small/very_small/jewerly/decal/33233'.
Please see Output Log for details. Unreal doesnt let me to import JPG , what might be the reason ?
This is the JPG im trying to import to unreal
try to convert to png? lol
worked, thx
quick question, My projectile goes through all objects that don't simulate physics like the default walls in the template, any ideas on how to fix it?
are collisions supposed to block them? @glass rapids
if u didnt check the collisions, that should be the first thing
I have it on block all
hmm I remember havijng this issue too, cant remember how I fixed it, and going to sleep now so not gonna check,
make sure to try googling it
if u cant find anything just debug until u find the root of the issue
gl
ty
is your resolution just irrelevant in windowed fullscreen mode? when I set to that mode (aka borderless) any resolution changes I set don't seem to take effect
ugh... found a fun bug
replace material with another one.. while raytracing enabled... boom. crash out
Does anyone know of a reason why sub-levels would be affecting FPS? I thought if they weren't loaded they wouldn't affect the game until they are.
are you sure they are not loaded at all ?
They aren't supposed to be. I have trigger volumes that load them in
😐
Anyone know why my rootbone would be rotated X 90degrees? When exporting from Maya to UE4?
I just can't figure these export configs out.
If I don't Force Front X, everything points in Y, which is like the UE4 Mannequin. But the root bone is rotated.
If I do Force Front X, everything but the mesh points X. The mesh and animations are all weirdly rotated.
unsure how maya works tbh
only tried the free month and was unimpressed with scripting in it
I only chose it because it seems to be the standard, which I assume means less problems.
But strangely, I haven't been able to find much about anything.
probably why students get it free 😂
y is up in maya
It seems that UE4 does the Y to Z conversions automatically, the mesh is rotated correctly, but the bones are wonky.
Let me try one thing.
havnt used maya in ages but i think you can set it to z up .... you maybe able to export with z up too
Apparently you don't need to do that anymore? Either way, I tried changing between Z and Y up exporting from Maya, I don't think it does anything.
it could also be your root joint orientation
iirc the top joint in the hierarchy doesn't align itself automatically
Oooooooh.... Yeah... right when you said that, I opened the UE4 mannequin FBX. It's root is rotated -90 in X.
Thanks, Craig.
you are welcome Floss!
Yeah, it worked.
excellent.
anyone remember where the HDR test box is in ue4 ?
I manage a handful of computers for students where we installed Unreal as admin. As I have discovered, in a non-admin account, students are able to edit engine content which has caused some problems. For example, if you edit the simple collision box of a cube in one project, that persists across all projects.
Been searching around for a while, but can't seem to get the right search terms. Is there a way for me to disable this entirely? I'll probably need to reinstall to restore whatever else has been changed, I'd like to only need to do this once as it takes quite a while 😉
@autumn crystal not sure if this will work, but if you do file -> package project -> package settings then in the "Packaging" section there's a little arrow dropdown, click that. I think you can add it to "Directories to never cook"?
darn :/ the only other thing i could find that seemed maybe relevant (you should undo that cooking thing btw...) is in the project settings Game -> Asset Manager tab, there's a "Directories to Exclude". The intent seems to be for test assets, but I think if you put /Maps in there then it might exclude it ?
I'm a novice though ... so if that's not it hopefully somebody else can help you
Guys anyone know any good tutorial for Unreal SteamVR hands?
How come I can't change the Max draw distance for current draw distance? Changing the desired draw distance does nothing in game
@autumn crystal oh nice! so for your other question, don't know if this is a legit way to do this but i think your problem is you don't have a way to expand %appdata% in blueprint (though I'm not sure).
the below hack gets you to appdata (unless the user has changed this value...), so you can at least use this as a backup plan. you'd then add on the remainder of the path you want (CircleRhythm\Maps), there's also a DirectoryExists node too that may be worth incorporating to make sure you can use it 🙂
@lone tapir are you talking about the plugin SteamVR Input? If so, the sample project in their wiki was pretty helpful in getting oriented https://github.com/ValveSoftware/steamvr_unreal_plugin/wiki
Oh man! How could I fail to see this on GitHub! Thank you very much @supple vault
hehe no problem, i did the same thing xD
@supple vault A question I already searched in the documentation and did not find! Do you know if these hands work in Oculus Quest?
not sure. they worked on Rift S. only not perfectly (e.g., I can't figure out how to set down the BP_Longbow :S)
i feel like your chances are good, most likely they support all oculus through some common interface or something
is there anyone on 4.24 p4 that could check, if Undo works on changes on material instance parameters? I'm getting only message they get undone, but effect/numbers remain intact
I have a problem setting a simple Int , it used to work okay but when calling it using a deferent event the entire code executes as it was except that specific Int
Even code after the Setting of the Int Executes okay
Morning
mmorning
Does anyone know if its possible to create initialization fields dynamically? Say if you want to paint instanced actors from geometry collections?
@normal burrow apparently unreal doesn't like firing tow Macros in a row , insted i had to put the 2nd macro inside the first one and it woked as expected, it's literally rhe same everything just instead of draging of the end pin of the first macro and connecting it to the execute pin of the second macro, just called the second macro inside the first one and it worked fine
there's nothing i love more than making bad blueprint formatting and choices
step 1: print the screenshot
step 2: set it on fire
I wonder if it would help readability to make exec wires 4x wide
Kamayamaha
I mean, that could be cleaned up pretty quickly and made readable
better to keep it readable as you go
yeah if it was from hell it would already be on fire so no need to burn it then
Eternal flame
@wary wave i know its just rapid prototyping but i find it funny when i make a mess
I’ve made better messes
#blueprint-horror channel when
#fingerpainting
wtf
It’s funny cuz switch is meant to be like that
I’ve never seen switch of many cases look not haypile
I feel like constantly pulling nodes around takes a lot of time though
it really doesn't
and keeping code organised means you can actually read it
saving a huge amount of time in the long run
“I need to put a node in here” zoom out, box select move, insert node draw connections. “I need another node”
I get why people lose prettiness anyways but yea should clean up at some point
I mean, this is my rapid prototype BP for something I'm currently working on;
much more complex graph, but the flow is readily apparent and it's clear what happens where in the graph
when can we have auto layout for bp
Voice recognition blueprints
wouldn't those be yellowprints
actually why is it even called a blueprint nothing about them is blue or printed
“Insert GetPhysicsAngularVelocity node connect to node cross product as input A set target to self”
that would be a screamprint...
Lol
@manic pawn it's historical, architectural diagrams and the like
the mess isnt too bad if you know whats goin on,. there are a few bad practices in there tho
like u dont cast on tick
i dont see how that is ever needed
@wary wave tsk. Not enough reroute nodes. OCD-God is not pleased 😄
I dunno, that middle section got to the point where reroute nodes break 😄
thats where u promote
'promote'?
make a new var and drag it out




