#ue4-general

1 messages · Page 588 of 1

plush thicket
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lol

vernal thicket
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@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?

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Ah I know, tbf it is a free to use engine though so I'm definitely not complaining too much!

plush thicket
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well step one would be

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make sure your meshes or landscape mesh aren't one-sided

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that can cause a TON of lighting issues when the sun is below your terrain

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you can either make a blueprint script that disables the light when it's between certain rotation angles

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OR

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make sure your terrain is two-sided

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i don't know where that's at lol

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but yee

vernal thicket
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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?

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But yeah I think that's the way to go definitely

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Definitely my map that's leaking i'll scrnsht

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That's with the light underneath the map lol

plush thicket
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set the intensity of the light to 0 when it hits that point

vernal thicket
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Nah I figured it out, just need to find a fix

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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?

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It hasn't hurt anything it's not really much to render, maybe I should just keep the box there? lol

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Nope still not fixed

plush thicket
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@vernal thicket this is off-topic

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but you should try to look into some other HDRI's like this

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for your sky

vernal thicket
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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.

plush thicket
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changing the skysphere adds SO much to something

vernal thicket
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Change the sky sphere based on the direction of the light? but there wouldn't be a blend between day-night

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I'll carry on looking later haha, I gotta go out cya later bud

valid pike
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Anyone uses agile in gamedev ?

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Agile is that thingy - with daily stand up time wasting meetings

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And a whole day waste once 2 weeks

cloud cobalt
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That's not what agile is

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Agile means you deliver working builds very often with a focus on iterating and improving piece by piece

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Somehow some companies devolved it into a controlling culture with 17 different roles, daily meetings and deadline-oriented people

valid pike
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@cloud cobalt well in me exp - thats exactly what it is

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But I wonder

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If its used

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In gamedev

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Not what is it - i know what is it

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Its a time waste

cloud cobalt
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It's literally 4 short lines

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Nothing in there says you have to spend 3 hours every day talking about every line you wrote

valid pike
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I asked a different question

cloud cobalt
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The answer depends on what you think agile is

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Most companies who say they're doing agile, are not

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Your company clearly doesn't

valid pike
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Tbh

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My company... is...

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It doesn’t know what it is doing at all

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But I am not working in gamedev

tall pendant
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daily meetups are a thing in most studios. but not for 3 hrs

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i'd say 10-25 mins mostly

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and 25 is a rather long one already

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also mostly team based meetups obv

valid pike
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Well@we have em for atleast a hour 😐 but as I states before my company is a role model - how not to manage company

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They also doing it cross teams

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Like QA R&D SW Designers all in one meetup

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100% time wasted

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gG

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The thing is

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I worked in 3 didferent companies - and they all were the same

cloud cobalt
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And none of them understood agile as a state of mind, rather than fixed processes

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Agile is not having fixed processes

valid pike
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Tell me about it

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So far mu exp with agile...

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Maybe I need to find a normal company to fix it up ?

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@cloud cobalt also we are working on a new product

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That will take atleast a year

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To be deliverable working

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How can agile even apply here?

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By definition

ripe saffron
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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.

valid pike
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Feel you...

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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 😦

ripe saffron
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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.

cloud cobalt
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@valid pike Well, you can't really agile a year-long product but you can start with parts of it

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"deliverable" would be like one of the systems that passes unit tests

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That way you can expand with every sprint and keep ensuring the first part keeps working, etc

swift spindle
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Ugh sprints suck on a small team heh

cloud cobalt
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I mean basically,

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Agile is about not being waterfall

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Waterfall model being you write specs for the whole finished product, then plan it, then develop it, then test it, then ship it

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Basically how you produced an airplane in 1990

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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

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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

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Jedi Fallen Order has a hour-long documentary that shows their "UX research" game slice

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That's essentially agile stuff here - the initial core team delivered that, playtested it, and kept iterating

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Being agile here would mean doing this for the whole production with playable game releases every 1/2 week

valid pike
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Well idk - not in gamedev - working on streaming hevc and stuff

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And having no video for atleast a month

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How can it fall to the agile category anyway

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Also it is the same task for a month

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Sitting in that standup meetings and telling the same fucking thing all the time

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Is more than furstrating

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😦

cloud cobalt
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Well, like I said earlier, that's a failure of an agile process

valid pike
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So we can come to conclusion

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That agile doesnt work for every project ?

cloud cobalt
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No, we can come to the conclusion that your company sucks at agile

valid pike
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My company suck at every single thing

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Honestly

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We dont even have source code

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And no devops

cloud cobalt
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And yes, you can't decide to do an agile jumbo jet and have the first delivery be an actual jumbo jet

valid pike
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And noone gives a damn

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Source control I meant

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Amount of red static lights exceed INT_MAX

cloud cobalt
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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

valid pike
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I agree

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But I am doing a life long task which is encoding algs

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I cant make a part of 1/inf alg ?

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Or can I ?

cloud cobalt
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Is it a research project of creating new video encoding math ? Then yeah, agile isn't for this, it's a research project

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If it implementing video encoding math for production software ? Can work

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The first sprint can be "can read data from a buffer and output a blank frame"

valid pike
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Yes kind of

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Thats meaning less ?

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I mean ... whats the goal in it

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It will be in this state for years

cloud cobalt
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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

valid pike
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So what is your agilization ? Splitting the sprint goal along the amount of files ?

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Whats the benefit ?

cloud cobalt
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No, the agile idea is to work feature by feature, release new features when they're here, and not break previous features.

honest vale
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that's not what agile means

valid pike
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But there is only 1 feature

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Encode and decode

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Takes more than 2 weeks

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Cant see why to even use agile

cloud cobalt
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So your entire project is just two C++ methods ?

valid pike
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1 - int main()

cloud cobalt
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There's no file management, or streaming system, or color conversion, or ?

valid pike
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Not for the first start

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When we only have to encode decode to start with

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The rest should be built up on this

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Or regardless actually

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But...

cloud cobalt
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Then if it's impossible to split your multiple-year project in features, yes, you probably can't make this agile

honest vale
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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

cloud cobalt
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I've linked that earlier in the convo tbf

honest vale
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ah, okay 😄

valid pike
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So we did cane to conclusion

honest vale
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imo sprints in game dev don't seem that useful

valid pike
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That this doesnt fit wvery single project in the world

honest vale
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I'd rather have a kanban style board

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with no sprints

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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

valid pike
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I would change agile to FDD

cloud cobalt
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The "working software" part of Agile is what sprints are about, though

valid pike
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Feature driven development

honest vale
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working software means that you don't spend two years documenting each use case

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I've seen a project like that

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two years of project, all documentation

valid pike
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Lol

honest vale
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7 GB worth of word documents

valid pike
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Ahaha

cloud cobalt
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It also means you have shippable software all the time

valid pike
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Thats tons of strings

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Cool

honest vale
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it was all about the company covering their asses from a contract stand point

valid pike
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So agile requirement is to start with working project

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Regardless how tiny is it

honest vale
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document the shit out of everything and then you can point to them when something doesn't go the way customer assumes

valid pike
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But not suitable for a years of research stuff

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That wont have any product

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Till POC

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Alpha lets say

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Pre alpha

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Executable

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Lol

honest vale
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agile in itself has very little to do with the actual process of developing software

valid pike
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sudo rm -R agile_methodology

honest vale
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I'd say that in essence you want to have a constant pace of completed work

valid pike
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I think in general

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The product gets completed when ppl working on it and not sitting in pointless meetings

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IMHO

honest vale
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you still want to have some form of meetings show that you can see what everyone is doing

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otherwise you have people working in the trenches without knowing what's going on in the big picture

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and that shit sucks

valid pike
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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

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The biggest furstration

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Is that I am working alone on my priject

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Rest of the ppl are working on web

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<

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Why the hell should I care about them

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Well as we all@concluded

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Mu company suck at everything

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I think we talked enough about agile

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And we can mark my question as closed generally

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Just wish that managers would think a little bit before making such decisions as to make everything wrong and suck

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And yesterday

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Needless to mention that I am actively looking for a new job right ?

plush yew
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can anyone help me with unreal engine ?

sharp crest
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we cant help u if u dont post ur question

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sadly not wizards yet

plush yew
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oke so im making an mmorpg, with 20 procent of knowledge of coding , the othert 80 procent is stuff like Ui and stuff xD

sharp crest
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sounds like u should make a simpler game first

plush yew
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haha xD this is a simple game haha xD

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so the question:

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can anyone help me set up the atribute systen

sharp crest
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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

plush yew
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im using structures enums and database

sharp crest
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did u try youtubing that?

plush yew
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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

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it has to be connected to the skills and database to

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im in unreal engine for 1.5 years now, this is my last chapter i need to learn

sharp crest
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might want to be a bit more specific on what u dont understand how to do
dont feel like writing it all out

plush yew
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yeah i know its really a lot of stuff

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oke i send a screenshot then u know what i mean

cosmic matrix
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Hello

plush yew
cosmic matrix
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Anyi know how to force add a 4.23 asset to a 4.22 project?

sharp crest
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not possible @cosmic matrix

plush yew
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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

sharp crest
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this cant be changed in game

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so if u want changable variables

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use structs

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it's called datatables not databases btw

plush yew
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oke yes, and if i want to summon the database into the third character, how do i do this ?

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i open the blueprint o the thirdpersoncharacter and what do i do ? XD

sharp crest
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database doesnt exist in ue4

plush yew
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i mean datatable *

sharp crest
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hmm I dont rly work with these often but I think there are nodes for that

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try typing the datatable file name in the node search

plush yew
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oke

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i think i will need the datatablerow

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if i break this curse of not knowing how to do this i cant make my game

sharp crest
plush yew
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woq finely xD

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wow

sharp crest
plush yew
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thanks 😄

sharp crest
plush yew
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iw thats nice of you thanks for getting your time

cosmic matrix
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@sharp crest thx

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😦

plush yew
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@sharp crest thank you

sharp crest
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@cosmic matrix I have one for you too

cosmic matrix
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Ok but is a porps pack

sharp crest
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upgrade ur project then

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and it's still a file

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so

cosmic matrix
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so i see no reason for lockong downward compatibility

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yeah i see

sharp crest
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ok guys help me decide

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should I work or play switch

plush yew
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if you feel good then i shal work xD

sharp crest
leaden bear
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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.

oblique tangle
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any1 know how to limit the maximum velocity an actor can reach in game?

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so say I want to limit my character from going past 20,000 in terms of its velocity, how would I do so

plush thicket
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@oblique tangle that's INSANELY fast, but yes it's definitely limitable

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anything is possible either through blueprinting or through the C++ code

sharp crest
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whats the node to make me fly in real life then? @plush thicket

plush thicket
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you gotta gain access to the real life cheat manager @sharp crest

sharp crest
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how

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u said

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aNyThInG Is pOsSiBlE

plush thicket
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enter heaven

sharp crest
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whats the node name for that?

plush thicket
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eaven

sharp crest
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cant find it

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4.21

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is it in a newer version?

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also how do I get the player controller of my real life body?

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is it Get Soul node?

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k

plush thicket
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@leaden bear don't see why not to use mesh distance fields with world composition

sharp crest
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just try it worst case it breaks

plush thicket
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try it, and try monitoring performance and output log

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if you get no performance breaks or errors, then it's fine

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don't see why you wouldn't be able to do that

leaden bear
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@plush thicket Thanks for the response! I'll head forward with the combo.

plush thicket
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just be weary of your distance fields "resolution" (or whatever it's called)

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I haven't messed with mesh distance fields in a while

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but I know there's a distance cut off resolution thingie

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if you're gonna have a huge world just watch that

remote roost
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how can I get windows mixed reality joystick to work with UE4 input?

sharp crest
plush thicket
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yeah i was about to say

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bruh

sharp crest
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I dont like that website anymore, they started promoting their own shitty engine

plush thicket
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i see that now

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lmao

remote roost
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the only link i saw when i googled was one saying to use Steam Input plugin but that doesn't work.

sharp crest
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we need to make our own ue4 one

remote roost
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i'll check the other ones tho

sharp crest
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try googling what I did in the screenshot

plush thicket
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have you checked this one

remote roost
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yeah that doesn't work as he said there "the thumbstick is not mapped at all"

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uhhh

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i guess there's a wmr plugin tho

sharp crest
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I think they added something like that in the last version

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I saw in the patch notes something about windows vr

remote roost
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i'm on 4.23 already

sharp crest
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mm

remote roost
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lol

sharp crest
remote roost
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i'll try the windows one but they name the inputs weird

plush thicket
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damn

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now i have a problem lol

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anyone here know why

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when my character goes onto this ramp

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the cloth simulation fucks itself

sharp crest
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usually I fix that by deleting my assets and going to the marketplace

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so cant help u more than that

rancid lynx
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does a sphere collisions size effect performance in any way ? I doubt anyone knows this one X_x.

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well.. i guess size could technically produce excess collisions checks. so on the average game, the answer should be yes.

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but aside from collision test count... . i wonder

sharp crest
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yea but I wouldnt bother optimizing these kind of stuff

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I'm sure it's hella optimized

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basic stuff

rancid lynx
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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

sharp crest
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try it

rancid lynx
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i should try and test it. yea haha X_x

remote roost
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(solved my issue by just using the SteamVR plugin instead of the Windows MR one)

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the fuck is up with that emoji btw

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lol

plush thicket
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hdsmiley

sharp crest
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it's the best emoji ever wdym?

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I had a big version with 9 emojis too

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but now no need cuz discord made emojis bigger

remote roost
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looks like the first time i used blender

sharp crest
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lol

plush thicket
sharp crest
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no

plush thicket
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br*h

sharp crest
remote roost
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lol it still doesnt work

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im seriously regretting buying windows mr

sharp crest
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whats this

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is that the super cool thing

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that costs like $4k

remote roost
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cheapest vr headset

sharp crest
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I thought about buying it just to flex my friends

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ah nv

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whats the name of that thing

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that costs 4k

remote roost
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i think you're talking about the plimax 4k or something

sharp crest
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HoloLens

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thats the name

remote roost
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o

sharp crest
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it looks super cool

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but I wont use it

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lol

remote roost
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i thought that died and never released

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i think i know what the issue is

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steamvr isnt gonna work until i build it

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so im gonna need to build it everytime i want to test my controllers

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tsk

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or test anything in the game i guess

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lol

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because clearly its not working in preview

sharp crest
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"Hello I'm bored what should I do?"

remote roost
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wow

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this steamvr plugin really doesnt work well with windows mr

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lol

alpine zephyr
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hey, is this server offical ?

tall pendant
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No.

sharp crest
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editor crashed on compile and I didnt save before

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:-:

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this auto save on compile should really save before compile............

slender mist
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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

vernal thicket
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Alright lads

calm widget
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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?

vernal thicket
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@calm widget is this variable still referenced somewhere outside animbp?

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Try compiling other places it was referenced

slender mist
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Did you try restarting UE4? I had a similiar problem once

calm widget
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it shouln't be referenced in other places, i'm pretty sure. hm, yeah should probably try restarting before asking questions. ill try thanks : )

vernal thicket
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You could also try hitting play in the editor and it'll tell you if there's errors and where they are

calm widget
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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

vernal thicket
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Anyone know why my mesh is doing this on simulating physics?

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Sorta bending from the spine, like the spine is stuck where it would normally be but everything else acts as normal

sharp crest
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when u find out u cant replicate maps

remote fulcrum
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Seriously who do I need to suck off to get unreal to fix the play rate track in sequencer

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And no rendering in high fps is not an option, it kills motion blur

sharp crest
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@remote fulcrum me me me!

remote fulcrum
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Oh yeah, speak up then

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I can't believe they just broke this fucking track for no good reason and are not fixing it

sharp crest
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oh Idk just read the sucking part and got excited

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need to get a new bf

remote fulcrum
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Very helpful

sharp crest
hidden aurora
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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

sharp crest
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make a platformer where the main character is bitcoin (and co op character being eth) and the enemies are fiat and shitcoins @hidden aurora

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I want 50% of revenue for this

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I want to do this but busy with other stuff 😂

coarse bronze
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@hidden aurora Do something with VR, Half-Life: Alyx is coming out next year.

remote fulcrum
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You know I had a dream that I smoked a shit ton of weed tonight. It appears that someone else got high instead.

coarse bronze
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Something moddable with UE4 would kickass.

sharp crest
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lol

tall pendant
sharp crest
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most people's issue is they keep thinking about new ideas 😅

remote fulcrum
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So does nobody have a solution to the play rate track that does not include high framerates or matinee?

sharp crest
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that sounds like a very specific question for answerhub

remote fulcrum
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There's no questions channel on this server

sharp crest
remote fulcrum
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Ah

sharp crest
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and u can also ask in the right channel here ShrugColors doubt anyone in general will be able to help with that

gaunt tide
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I’m still trying to reduce meshes for the kite demo trees. UE4 doesn’t like them too much

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When building lighting

cloud cobalt
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If they're trees you probably want them dynamic

gaunt tide
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The problem is their light mass volumes and the meshes according to the log.

hidden aurora
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Its really frustrating, whenever i start a new project i left it within 1 week due to lack of ideas

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@coarse bronze i would really like to, but i currently dont have any vr headset

plush yew
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Do you ever start laughing

vernal thicket
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LOL

plush yew
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at the abominations you make

vernal thicket
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The modelling god pinched his shoulders too hard

cloud cobalt
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@gaunt tide Again, trees probably should be dynamically lit and thus ignored by Lightmass

gaunt tide
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Yeah I thought that would fix it as well

plush yew
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All jokes aside, I did manage to retarget the Daz3D skeleton to the UE4 one...

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However this has happened to the fingers

grim ore
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yep just keep retargetting till you get it correct

plush yew
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what do you mean?

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run the retargeting function again?

grim ore
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there might be 5 bones in the hands per finger for example and you chose one too far down the chain when retargeting

plush yew
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I didnt choose any

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I used Humanoid rig in the retarget manager

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which doesnt have fingers

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in the targets

grim ore
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click the show advanced option in the retarget manager for the rig

plush yew
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Thank you

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❤️

vernal thicket
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Anyone know if you can do a Select type decision in an anim state machine?

solid sierra
#

How do I lock my cursor in the center of my screen? I'm using the first person template

nimble moat
#

set input mode? @solid sierra

sharp crest
solid sierra
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to UI only? @nimble moat

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sry I'm still a noob

nimble moat
#

what exactly do you want, to see your mouse in game?

solid sierra
#

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

nimble moat
#

you will wanna use line trace

cloud cobalt
#

Hide the cursor, show a virtual cursor in the middle of the screen.

solid sierra
#

@nimble moat may I dm you about this for help?

nimble moat
#

i assume you want something like this (that red square will act as a cursor so to speak)

solid sierra
#

yeah

solid sierra
#

is this for my player character?

nimble moat
#

yeah

solid sierra
#

ah thanks!

vernal thicket
#

@nimble moat dejavu?

nimble moat
#

yup

vernal thicket
#

😂 😂

#

The only thing I couldn't do was set the hitmarkers colour based on whether an enemy was killed

hidden aurora
#

Does someone knows how can i achieve the gang beast feel in their characters?

vernal thicket
#

I gave up on that though didn't care enough about it

#

@hidden aurora someone else was asking about that lol

hidden aurora
#

I dont actually know if it is physics driven or something else

vernal thicket
#

@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

hidden aurora
#

Maybe i can achieve smt with setting some bones to kinematic and physics to radgoll

vernal thicket
#

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

polar viper
#

Where's the show-only list?

#

In a actor

normal burrow
#

What would you mean by this?

polar viper
#

I'm following a tutorial for interactive grass and it says something about show-only list with a actor

#

Or tags or something

#

Nvm

normal burrow
#

Found it? I’ve done nothing with tags before

polar viper
#

Kinda

brisk girder
#

Trying to make a bool named isMoving to be triggered false when my player character reaches his destination. Can anyone assist?

nimble moat
#

@brisk girder use a box trigger to set bool?

brisk girder
#

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

nimble moat
#

create a blueprint and add a box collision then use the on component hit

brisk girder
#

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?

nimble moat
#

whats the bool? you wanna check if the player is moving after clicking?

brisk girder
#

I am setting up a Stamina bar, similar to Diablo II

gaunt tide
#

@cloud cobalt Can’t dynamic lighting using LPV be pretty hardware intensive tho?

brisk girder
#

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

gaunt tide
#

I have a system for that

wispy comet
#

just use velocity

brisk girder
#

Derp.

cloud cobalt
#

@gaunt tide Dynamic lighting is more expensive, yes, but trees usually look bad with static & cost a lot more to bake. LPV is discontinued

wispy comet
#

and then if velocity is greater than 0

#

bool is true

#

and then if not

#

i.e. velocity is 0

#

then bool is false

gaunt tide
#

My stamina system seems a lot more complex than that lol

wispy comet
#

or the other way around with the bools

polar viper
#

New issue o

#

Tho

brisk girder
#

TY @wispy comet

gaunt tide
#

@brisk girder you also don’t want stamina draining if you are falling

brisk girder
#

There is no falling. Its a top down diablo style

gaunt tide
#

Ah well Nevermind than on the pic I was about to post lol

brisk girder
#

Thanks guys!

wispy comet
#

No worries, glad to help :D

gaunt tide
#

@cloud cobalt Oh dang I didn’t see that on their help pages for lighting

cloud cobalt
#

They're not exactly really up to date

polar viper
#

I'm confused again

#

I can't find MF_GetProjectionUVs in the material palate

gaunt tide
#

Just add a light source, sky light, make them moveable? @cloud cobalt

polar viper
#

That's a nope

cloud cobalt
#

Amazon ?

polar viper
#

I'm seriously confused

normal burrow
#

Digital ocean

plush yew
#

Hello guys

polar viper
#

So i can't find now MaxRotation and MF_GetProjectionUVs

#

I seriously need help

gaunt tide
#

Yeah same lol

#

Just plugging a bunch of stuff in atm and hoping it works

vernal thicket
#

Best way to learn mate lol

normal burrow
#

Sounds like a bad tutorial Scottish if they aren’t verbosely explaining

abstract relic
#

I’m wondering if that tut was using custom mat functions

polar viper
#

I just can't figure out how to do custom parameters

#

It's good if you know the software

gaunt tide
#

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?

normal burrow
#

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

polar viper
#

I figured out custom parameters

#

Now it's just one kore node

#

More

#

The MF_GetProjectionUVs is left 😖

normal burrow
#

Google it, may be custom node

polar viper
#

Zilch literally nothing shows up

gaunt tide
#

Yeah I feel that too. Alot of the tutorials I watch and with what I need to do with my map are outdated

normal burrow
#

Search content browser but include other developers in search

polar viper
#

Idk that colour.

normal burrow
#

Picture doesn’t help us know what it does inside

polar viper
#

Lol. That's the picture on the tutorial ofcourse because it's non existent

abstract relic
#

What’s it supposed to do? Time to teach you material functions

normal burrow
#

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

polar viper
#

I got it. God damn didn't matchup to the name

normal burrow
#

yea idk if thats what you want though

polar viper
#

It is

normal burrow
#

was a wild assumption

abstract relic
#

Is it? 😜

polar viper
#

It was MaterialFuntionCall

#

Why not put it as that then

abstract relic
#

That’s generally what MF stands for

slender mist
#

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

normal burrow
#

what if you rotate the head?

slender mist
#

I need the heads rotation to match the cameras

normal burrow
#

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.

slender mist
#

@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

normal burrow
#

compose rotation or compose rotators

#

or combine?

#

combine rotators?

#

one of these things get you what you want

abstract relic
#

Initial orientation is important though

polar viper
#

Okay.... wtf. It works but in a weird way

slender mist
#

@abstract relic do you know how I can change it?

abstract relic
#

Do as pat said

#

Rotate it in the bp

slender mist
#

I dont really understand how that helps when I set it to something else on tick, but Ill give it a try

normal burrow
#

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)

slender mist
#

but then it still doesnt look quite right

normal burrow
#

nope

vale osprey
#

rotators don't work like that, need to combine them

normal burrow
slender mist
#

okay, Ill try it, thank you

normal burrow
#

if thats off, flip the operands. its hard to remember the order bp does things

slender mist
#

it applies A first then B

normal burrow
#

yea which is like saying it rotates before it rotates

slender mist
#

yeah the first one worked, but with -90

#

thank you

gaunt tide
#

Kinda reminds me of when I dont have my glasses on..

slender mist
#

you mean whether the things in the background of your screenshot look blurry?

#

It looks fine to me, but Im not an expert

gaunt tide
#

Yeah objects close by seem fine but anything further than like 10m are blurry

abstract relic
#

It’s a combination of LODs, depth of field, and the pixel density of your render

normal burrow
#

idk if unreal uses impostors

#

but that might be a thing

gaunt tide
#

It kinda seems like a DOF thing to me

normal burrow
#

impostor trees

abstract relic
#

Billboarding pat? 😜

late verge
#

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

gaunt tide
#

Hmm

normal burrow
#

idk lol, trees that always face one direction and the approach you view them from determines their orientation when they become 3d

gaunt tide
#

Changed a few DOF settings in the post processing volume and it didnt seem to change anything

abstract relic
#

You may be thinking of the third preview of 4.24

normal burrow
#

4.23.1 is the latest non preview i do believe nerf.

late verge
#

yep, i was going Pepega

#

thanks guys!

abstract relic
#

We’re all mad here

gaunt tide
#

Seems the trees dont actually have LODs for the KiteDemo

#

58k vertices tho

abstract relic
#

First mistake is using kite demo

#

It isn’t remotely optimized

gaunt tide
#

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

abstract relic
#

Now imagine using game ready trees!

gaunt tide
#

Imagine

#

trys to imagine

abstract relic
#

Draw extra pixels

plush yew
#

where do I learn level design

vague sable
#

wtf now it works

gaunt tide
#

Lol

abstract relic
#

No

gaunt tide
#

Was gonna say it didnt for me

vague sable
abstract relic
#

Still no

gaunt tide
#

Sorry no speaky the language

vague sable
#

that page

normal burrow
#

tldr: Light Functions are - in essence - a Material that can be applied to filter a light's intensity.

vague sable
#

does the above link go to en-US page or redirect for you?

#

even Discord's cache has it wrong

normal burrow
#

also, just noticed that theres a dark theme for the docs

#

but it brings me to en-us (both)

reef mist
#

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.

abstract relic
#

Look into fresnel

#

Use that as opacity blend

plush yew
#

could someone with UE 22.3 pls export somethin as .fbx for me?

normal burrow
#

fresnel is the answer to many questions

plush yew
#

anyone with UE 4.22.3? please?

abstract relic
#

Fresnel everything pat

grave nebula
normal burrow
#

absolutely, more glowy things

gaunt tide
#

Rn it is colored based on my imported heightmaps

#

@abstract relic The almighty

abstract relic
#

I ain’t a landscape lad

gaunt tide
#

Well poop. Are you a texture streaming lad?

abstract relic
#

I don’t know what I am

gaunt tide
#

Dang. Ive had editor open about 2hours now and it just now popped up the whole "Texture Streaming Pool Over 163.843 MiB Budget"

abstract relic
#

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]

halcyon flame
#

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?

gaunt tide
#

@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

plush yew
#

please im looking for somebody with UE 4.22.3. anyone?

halcyon flame
#

@plush yew I'm using that

charred chasm
#

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

halcyon flame
#

@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

charred chasm
#

How would I do that?

#

I se something called GlobalPostProcessVolume

abstract relic
#

In project settings >>> type Exposure in the search bar>>> disable that sucker

ruby ocean
#

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

normal burrow
#

the bone names are different between armatures?

ruby ocean
#

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.

hidden aurora
#

Do you guys recommend using vscode instead of vs for unreal_

normal burrow
#

would only recommend vax and vs retrosen

hidden aurora
#

Im currently using that setup but i really hate the visuals of vs and vax

kindred viper
#

I hate the visuals of VS too. Like the 95% of stuff I dont use being there.

normal burrow
#

its more about utility for me

#

vscode is quite new age with its highlighting and aliasing tho

hidden aurora
#

Thats true but it hurts my eyes lol

normal burrow
#

you can change the colors

#

and the fonts, if you like handwriting fonts

hidden aurora
#

But vs code themes are lit

normal burrow
#

its kinda like the new winamp yea

hidden aurora
reef mist
#

@abstract relic A black and white fresnel gradient that serves as an opacity mask?

normal burrow
#

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

tribal steeple
#

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

gaunt tide
#

Hmmm

tribal steeple
#

@ me if anyone has an answer

swift spindle
#

you can't store anything inside of a function

#

including a counter

#

sigh... my brain is not good at writing right now

kindred viper
#

Some things dont work, so I get what alt means. Like using a delay in a loop.

#

try it

swift spindle
#

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

kindred viper
#

@autumn crystal you misunderstood me. I meant a For Loop

static raft
#

@deep grotto thats because I use an interface so the target changes accordingly

dreamy talon
#

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..

kindred viper
#

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

sharp crest
#

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

kindred viper
#

my IQ is 136 apparently, although Im sure I've smoked a few points away

sharp crest
#

anyone who does an iq test instantly gets his iq reduced

#

I don't need no test to tell me my IQ is high

kindred viper
#

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.

sharp crest
#

lol

kindred viper
#

I use them to help others if I can, whilst I starve trying to make my own projects work :p

cloud cobalt
kindred viper
#

sorry didnt realise

sharp crest
kindred viper
#

think he meant me for talking non-unreal stuff. Its all good

lyric bane
#

anyone have experience working with ragdolls?

sharp crest
#

u have better chances to just post ur question

plush yew
#

hi i want to know if code in blueprint can rise the fps or make some bug

lyric bane
#

trying to get my capsule component to stay on the character when ragdolling

plush yew
#

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?

sharp crest
#

c++ is faster than blueprints (fps wise) but it should work fine for most games @lyric bane

plush yew
#

@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

polar viper
#

Fuck. The thing i did now isn't working but it's all there

lyric bane
#

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

polar viper
#

I created interactive grass there was a big issue (it was showing a square insteal of circle but now there's nothing

plush yew
#

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

lyric bane
#

Hmm that seems like a good idea. but my soft lock system will make my attacks target the capsule still

plush yew
#

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

zinc ginkgo
#

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.

glossy shoal
#

does anyone else have a problem where delays work strangly when you open a PIE window while looking at the blueprint?

opaque vector
#

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?

kindred viper
#

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

mossy nymph
#

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++)

kindred viper
#

^^

mossy nymph
#

is not really something editor should fix for you automagically

kindred viper
#

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

mossy nymph
#

either check if NextRotation isValidIndex in that array before you exec the code

lyric bane
#

@mossy nymph you have any ideas about keeping a capsule attached to a ragdoll?

mossy nymph
#

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

candid stratus
#

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

mossy nymph
#

i don't think there is a difference

lone tapir
#

Guys can someone help me with creating a flipbook?

slender mist
#

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)
rotund scroll
#

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

kindred viper
#

@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

lone tapir
#

@kindred viper Got it! Can I create a flipbook inside unreal with the image sequence I have?

kindred viper
#

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

lone tapir
#

How can I fire the animation of a flipbook inside unreal?

kindred viper
#

it will be part of the tutorial you are about to go watch. Good luck :p

lone tapir
#

So the final image cannot be more than 8k?

kindred viper
#

per spritesheet yeah

#

you could have half your anim in one Flipbook material, and the other half in another, then chain them together

lone tapir
#

Can I link two spritesheet one in the animation? play two 8k files?

kindred viper
#

no it will be seperated per material. You will see

sharp crest
#

New emoji trend

kindred viper
#

you can combine them though with event based triggering of the anims

lone tapir
#

Do you have any good tutorials for me? I'm watching some I found but it's 30min!

kindred viper
#

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 🙂

lone tapir
#

No problem just because I will have to convert several files. And delivery is for today.

kindred viper
#

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?

sharp crest
kindred viper
#

did you know you can dynamically load assets?

#

did you know you can use Youtube within UE4 via a WebBrowser widget?

sharp crest
#

ye it's cool u can use any website @kindred viper

kindred viper
#

lots of caveats to that but it can be done

sharp crest
#

well regular ones ShrugColors

kindred viper
#

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

#

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

lone tapir
#

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? 🤔

timid jacinth
#

How do I stop jittery movement on clients

#

For multiplayer

candid stratus
timid jacinth
#

Rotate

#

Or scale by -1

candid stratus
#

yeah but its not symmetrical so i cant do it that way

timid jacinth
#

Scale it down until it's upside down

candid stratus
#

thanks that worked

#

👍

timid jacinth
#

Or right click and click transform and then mirror

placid yarrow
#

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?

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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?

thin tendon
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Instead of Remove Instance, How can I hide a single instanced Tree? Everything I try hides all my trees at once

grave nebula
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Why not remove instance ?

thin tendon
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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

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Because unless I can find a way to hide them. I'm going to have to have already scripted trees at all times

grave nebula
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Update transform of the instance only.

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And scale it to 0

thin tendon
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Thanks I'll give it a go

autumn grail
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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

thin tendon
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Turns out no matter how I approach it. The act of doing anything to a single instance will cause lag.

kindred viper
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presumably because it rebuilds the whole data?

gaunt tide
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I ran my map for about two hours before it gave me the message for streaming pool

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But than again my entire map isnt loaded all the time and it is split up into 10km^2 sections

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I am also working on figuring the streaming pool stuff out @thin tendon

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Whoops we are talking about two different things nevermind

thin tendon
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@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.

gaunt tide
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Yeah I split it into 10km^2 sections and it loads instantly for me

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Thats with just the terrain and trees tho

thin tendon
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If you have a section set to always loaded it still uses resources

gaunt tide
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Yeah but I had to use larger sections because I have 961 tiles for my entire map

thin tendon
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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

gaunt tide
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Yeah mine will have a few POIs and cabins sparsely populated throughout but that is about it

thin tendon
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The one thing I have figured out though when it comes to streaming the smaller each section the better

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And watch your construction scripts. You don't want too much constructing at once

gaunt tide
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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

thin tendon
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Instead of using tile streaming. I opted to have landscape persistent. And load foliage and towns using streaming trigger volumes

gaunt tide
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Yeah I was considering doing that actually as I would like to add multiplayer and streaming Im using only works for singleplayer atm

thin tendon
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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

gaunt tide
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So you have trigger volumes at the edge of each tile?

thin tendon
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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

gaunt tide
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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

thin tendon
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Yeah it takes a fair bit of set up. Took me about a week when I first realised I needed streaming

gaunt tide
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How many tiles?

thin tendon
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I have about 20 sub levels set up

gaunt tide
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Based on a landscape from East Africa

dull oyster
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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 ?

sharp crest
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try to convert to png? lol

dull oyster
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worked, thx

glass rapids
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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?

sharp crest
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are collisions supposed to block them? @glass rapids

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if u didnt check the collisions, that should be the first thing

glass rapids
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I have it on block all

sharp crest
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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

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gl

glass rapids
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ty

halcyon flame
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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

swift spindle
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ugh... found a fun bug

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replace material with another one.. while raytracing enabled... boom. crash out

thin tendon
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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.

swift spindle
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are you sure they are not loaded at all ?

thin tendon
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They aren't supposed to be. I have trigger volumes that load them in

swift spindle
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😐

dim plover
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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.

normal burrow
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idk but almost everything points y character wise in ue4

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may be related

dim plover
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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.

normal burrow
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unsure how maya works tbh

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only tried the free month and was unimpressed with scripting in it

dim plover
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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.

normal burrow
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probably why students get it free 😂

ripe saffron
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y is up in maya

dim plover
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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.

ripe saffron
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havnt used maya in ages but i think you can set it to z up .... you maybe able to export with z up too

dim plover
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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.

ripe saffron
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it could also be your root joint orientation

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iirc the top joint in the hierarchy doesn't align itself automatically

dim plover
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Oooooooh.... Yeah... right when you said that, I opened the UE4 mannequin FBX. It's root is rotated -90 in X.

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Thanks, Craig.

ripe saffron
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you are welcome Floss!

dim plover
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Yeah, it worked.

ripe saffron
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excellent.

swift spindle
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anyone remember where the HDR test box is in ue4 ?

supple vault
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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 😉

supple vault
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@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"?

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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 ?

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I'm a novice though ... so if that's not it hopefully somebody else can help you

lone tapir
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Guys anyone know any good tutorial for Unreal SteamVR hands?

thin tendon
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How come I can't change the Max draw distance for current draw distance? Changing the desired draw distance does nothing in game

supple vault
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@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 🙂

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@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

lone tapir
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Oh man! How could I fail to see this on GitHub! Thank you very much @supple vault

supple vault
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hehe no problem, i did the same thing xD

lone tapir
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@supple vault A question I already searched in the documentation and did not find! Do you know if these hands work in Oculus Quest?

supple vault
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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)

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i feel like your chances are good, most likely they support all oculus through some common interface or something

trim trail
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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

strong mesa
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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

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Even code after the Setting of the Int Executes okay

hot goblet
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Morning

valid pike
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mmorning

normal burrow
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@strong mesa context please

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Unless the game is about setting an int

humble ridge
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Does anyone know if its possible to create initialization fields dynamically? Say if you want to paint instanced actors from geometry collections?

strong mesa
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@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

remote roost
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there's nothing i love more than making bad blueprint formatting and choices

manic pawn
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step 1: print the screenshot
step 2: set it on fire

normal burrow
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Lol

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Do you prefer collapsed graph to infinity tho

manic pawn
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I wonder if it would help readability to make exec wires 4x wide

normal burrow
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Kamayamaha

wary wave
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I mean, that could be cleaned up pretty quickly and made readable

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better to keep it readable as you go

manic pawn
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yeah if it was from hell it would already be on fire so no need to burn it then

normal burrow
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Eternal flame

remote roost
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@wary wave i know its just rapid prototyping but i find it funny when i make a mess

normal burrow
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I’ve made better messes

remote roost
normal burrow
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Make a whole procrastination category

remote roost
normal burrow
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#fingerpainting

wary wave
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wtf

normal burrow
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It’s funny cuz switch is meant to be like that

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I’ve never seen switch of many cases look not haypile

wary wave
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eh, that whole image is just spaghetti

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I don't get how people can work like that

normal burrow
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I feel like constantly pulling nodes around takes a lot of time though

wary wave
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it really doesn't

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and keeping code organised means you can actually read it

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saving a huge amount of time in the long run

normal burrow
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“I need to put a node in here” zoom out, box select move, insert node draw connections. “I need another node”

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I get why people lose prettiness anyways but yea should clean up at some point

wary wave
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I mean, this is my rapid prototype BP for something I'm currently working on;

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much more complex graph, but the flow is readily apparent and it's clear what happens where in the graph

manic pawn
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when can we have auto layout for bp

normal burrow
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Voice recognition blueprints

manic pawn
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wouldn't those be yellowprints

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actually why is it even called a blueprint nothing about them is blue or printed

normal burrow
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“Insert GetPhysicsAngularVelocity node connect to node cross product as input A set target to self”

supple vault
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that would be a screamprint...

normal burrow
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Lol

supple vault
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@manic pawn it's historical, architectural diagrams and the like

obsidian nimbus
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the mess isnt too bad if you know whats goin on,. there are a few bad practices in there tho

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like u dont cast on tick

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i dont see how that is ever needed

kindred viper
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@wary wave tsk. Not enough reroute nodes. OCD-God is not pleased 😄

wary wave
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I dunno, that middle section got to the point where reroute nodes break 😄

obsidian nimbus
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thats where u promote

wary wave
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'promote'?

obsidian nimbus
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make a new var and drag it out