#ue4-general
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Wouldn't be totally shocked if Epic followed suit.
xXxUnReAL EnGiNe -=10=- xXx
yep similar to substance
People like to think about "UE5" but it's very unlikely they'll ever do a full engine rebuild like they did for 4
You really think so?
Yea, Autodebt 2019 or VS 2021
Yeah I do
autodept lool
Please no on trendy year versions
debt
with new subscription models
make the different features of unreal DLC
how about names? unreal engine snow leopard ๐
Unreal 7 season pass
UE Ultimate
Think of how different 4.24 is if from 4.0 - what would warrant being called UE5 after all these huge changes ?
extreme edition (tm)
Unreal Pro /w dark theme pay to win
I'm pretty confident they're at least exploring the possibility (of a UE5 or similarly significant change).
I'm not
gamedev is already pay to win
An engine that is fully modular would be the future. Think "Paper2D" being something they could fully remove and reimplement with whatever new thing they want.
unfortunately ๐ฆ
I also agree that they will change this one until its disaster to update anymore, due to more features. This can go long way on 4.x and they just will rename to else.
@maiden swift At this point there really is no such thing as rebuilding all, or even large parts of the engine, at once
Even if they don't start over from scratch, there are still many scenarios in which they might deem it sensible to increment the major version number.
Exactly, but the base will be the same.
Sure. But 5.0 would probably be mostly identical to 4.69 or whatever large version it was before
It's not like the first UE4 release looked a lot different that the last UE3 release
Under the hood it might have a lot in common, but it would almost certainly come with a new UI theme, new programming paradigms, etc.
Nah, at most some more major feature slight UI update.
The new UI came after the version number on 4 ๐
๐ค
Not talking 4.0, but private UE4
we can't see past the singularity
Or at least I was when talking about the next major version number increment.
Going from 3 to 4 did exactly the things I mentioned above, so it's safe to assume going from 4 to 5 will do at least the same.
I'm just saying large releases are not a trend right now, and for something as big as UE4, I don't see an UE5 coming with drastic changes, ever. I would see an UE 5.0 that's basically UE 4.XX + 1 for branding purposes
The idea that 3 to 4 brought singular changes at one particular version is just not really true imho, because it took years to make that transition, with no public release, while developers did use this... transitional version ?
Fair enough. The next major version bump may look totally different to previous ones. My assumptions are based on past evidence only.
Basically the idea that 4 changed everything is only true seen from the perspective of UDK vs UE4.0
I would argue that major shift was the case for most developers.
Early UE4 still had the UE3 material editor with grayscale, right-to-left nodes
etc
Again, not public UE4, but I worked at a 10-people studio
Most developers went from UE3 or UDK to UE4, and it came with a completely new UI and programming paradigm.
Even Rocket had these changes.
Right, I'm sure there were earlier internal versions that didn't look the same.
You're correct that there was a large change at some point basically when Blueprint landed for good and UScript was removed
Which was UE4
I'm just saying it did feel quite gradual, and first UE4 releases looked quite different still
So yeah, huge breaking change, new version number
I think you're in the minority having had a more gradual transition, but I could be wrong I suppose.
Maybe !
I first used UE4 when it was Rocket, and so did several other local developers in my area. I don't personally know many people who used or even saw it before Rocket.
Along your same line of thinking, it's very likely that there are already internal builds of UE4 with whatever major changes a v5 bump would bring.
You're right that these types of transitions are actually developed over a long period of time. My whole speculation about a v5 was from the outside perspective. ๐
See, this is where I'm skeptical. What could be bigger than raytracing support, or a new physics engine, or the new console devkits landing ?
I just think work has to be iterative now
Because of how large it is
Rocket was the codename for UE4 basically
And you can look for UDK screenshots ๐
Because it really was UDK with Blueprints, imho
Nah
@cloud cobalt The Rocket I used had an early version of the UE4 interface. Nothing like UDK.
@maiden swift Mine had the UE4 windowing, but I distinctly remember things like the material editor being straight UDK
You might've touched it earlier than me, then.
Okay, that's fair ๐
@opaque vector Mostly the UI changed look, and Blueprint became the main user-facing programming language vs Unrealscript
Also it had PBR
That's the biggest I think ?
I would consider those to be large-scale changes, not iterative.
Indeed
wasn't the UE3 editor based on native interface api instead of Slate? That's a pretty dramatic change I'd imagine
Lightmass in UE4 is still pretty much Lightmass from UE3, to name one system that hasn't changed much in a decade
Slate was also new, yeah
If v5 is mostly a new UI and the next generation of Blueprint, I'd consider that worthy of a major version bump in this era.
Most of the gameplay code was essentially the same
@maiden swift Fair, I can agree on that
I think you're right that v5 might not come with a slew of drastic new features, per se, but more so new workflows and paradigms.
You're right that a lot did change with UE4
I hadn't considered PBR for example
@opaque vector Personally moving away from C++ would be me looking for a new engine but well
They haven't improved the gameplay framework from UE3 to support multithreading, so I don't see a new language supported
๐
JavaScript
I think C++ will stay, but we'll see a next-gen Blueprint to go with it.
If you want your slow and easy to use runtime language, itโs js
I don't think they'd make such a drastic change as moving to JS. Although it is very, very popular so I give you that.
I think it will just feed off bp bindings
Python is a more likely candidate considering they've already added support for scripting the editor with it. Maybe gameplay is the next step.
If you can, it's with a third-party plugin. Epic's Python support is for the editor.
Panda comes to mind, but never tried it.
Worth noting that the 4.24 preview builds already has the beginnings of a UI refresh. Kind of hoping the stable release goes further.
If not, perhaps 4.25.
So, 5 comes sooner then? lol
Haha no. It's a minor UI refresh by all indications.
Whatever the future holds, I hope it comes with a nicer launcher. ๐
I wish
Hm... I hope 4.24 comes out today. ๐
Imagine UE4 Launcher 2.0.. Completely separate from games and with actual Vault control
I'm reserving my hype. The refreshed UI in the preview builds is very, very minor and seems unfinished/scattered. That's why I'm hoping the stable release brings a full-scale refresh.
But we'll see.
Hope toolbars arenโt massive
is there a version tahts is wonderful for Mobile developement
How do i get lighting to be "Noice" on the first person weapons. The weapons on the fps character doesnt seem to work very nicely with lighting. Any help would be appreciated
Part 1/2 Can anyone see the problem with this blueprint task? when I hit "play" it runs through every single selector instead of just stopping after the first one is complete
2/2
can someone help me with some errors that occur during building?
Guys does anyone know how to play 360 videos inside Unreal?
yes good idea
Where are thou 4.23.2?
If you referring to me yes, but I had a massive crash of unreal, so I think I should rebuild my whole project as long as it is manageable. Sometime opening a map makes unreal to crash out of nowhere
Dont know if this is the right place to ask but I can't seem to get materials to apply to my buildings
Things like basic cubes, no problem.
But i'm using geometry. I select a face and drag on the texture and nothing happens.
have they been modelled and exported correctly
Its all inside unreal
You can see this for example.
It should have a brick texture on that face. It's worked before.
I made a small test map a few months ago and it was working totally fine.
I'm doing everything the same.
Okay it seems I can't apply material instances to the faces -_- only flat textures.
When you right-click your C: drive on your PC and try to FixUpRedirectors
Hey ppl I want to make a Mountain as my map, and want to sculp it as well it means wanna have a landscape as my mountain how do i make meshes to landscapes
Hello
sup
Print string (โHello Worldโ);
For using unreal engine 4 you need a beast pc?
I just want to start learning but I have a little low pc๐ฑ this is my first job so maybe in short time I can buy something better, just asking because seems to be cool this thing๐ค
it depends what you want to use it for
2d games maybe, and learn some coding too in my free time
It is just for hobby
ye should be fine
So long as it isnโt an procedural generated open world mmo, youโll be fine
an easy way to tell is to try and install it
And, another thing. How much difficult is to create a game like clash of clans but more simple and another theme of game (I think you know about what kind of games I'm speaking). City build, etc. That stuff
quite easy but time consuming i guess
its like a 21/42
Welcome to game programming where you can learn anything on youtube but if you dont have a clear design document that states your goals you are going to spend years just making things with no end
me ^
Ah, understand
if your just getting into game development fixthat, its not really worth thinking about difficulty. whatever you do you just want to get some understanding of it to start with
True
i like the rolling marble template myself, i think this is probably one of the best templates you can start with
i made an endless runner, didnt like what i made but i learned a shit ton and used what i learned to make better things
That's sounds fun
just the server fix that, there are many more talented people you can get advice from
get overlapping components does only work sometimes. Somethimes it just doesnt get any overlapping component but I can see that both collision boxes are overlapping. After a restart it can work without any problems. After a new restart it does not work anymore. Why is this? There are no other objects overlapping (length of array of overlapping actors is 0)
no, the game itself
what if you reload the level in editor?
But, for running a game online like coc, you need a kind of hosting? How it is working this ? I searched on google but I don't find anything
I mean, how you can get a server, hosting (of he need) , etc..
its a vr project and the controller is vibrating if I grap and if both collision boxes are overlapping
wouldn't be concerned with that yet fixthat
reloading level does not work
Thanks mate
is the controller rumble the only thing your going off?
have you verified its zero besides relying on the rumble?
^use print string or a proper debugging indicator
the vibrations is handled somewhere else from the template. If the vr hand is overlapping the collision box it makes a little "move" to show that there is a collision (also from the template). If I grab it vibrates and I'm printing the number of overlapping components from the box (the vr hand has a sphere as collision) and sometimes it says 0 overlapping components and sometimes it does work. If it does work I can test it as often as I want and it works every time in this particular "session"
k but do what hightide said
but where shoult I use the print?
put it right where you check the array size
The event when to check the overlapping components triggers
and right after that I check the length
a print there is fine too, you can use the output log just to track that its actually happening or not
and if it is 0 it prints another message
concern for me is I am unfamiliar with rumble and ue4. its not impossible that your overlaps are failing, but even a log message when the motor is turned on or off would be something better to rely on
i've worked with input devices before and something that happens over multiple times and then does not correct itself with a map reload sounds more like a device issue or device api issue
but again, this a complete assumption
@tiny coyote
i know exactly what you ar talking about because i was working on that template yesterday lol
hold on let me show you
so did you edit the motion controllers bp?
and are you using the template's boxes
to test these overlaps for grabbing
a little bit but I have just added something at the end of the input actions
this is the process, when you try to grab an actor, it first checks if there is a valid grabbed actor already
so it could be that, that somehow you edited it, and that grabbed actor did not get set to "null"
so when you try grabbing again, it won't work
I dont think that it is this because I dont use the Pickup Interface
Wait a sec, I will explain what I have done
ok , i assumed you were relying on these functions
because at the end of this one
it sets the actor to null
can someone tell me why UE hasnt applied the heightmap to the entire landscape
If i trigger the "LeftGrap" or "RightGrab" Action I just search for an specific actor by a tag and then I call a custom funtion event for that actor. The rest happens at the actor where I want to check for overlapping actors and if there is an overlapping actor with tag "hand sphere" (its the sphere of the vr hand) I use the location of the sphere
i dont know why you didn't just use the interface function for your custom function, but anyways, if you press win+shift+S you can screenshot and show your setup
and then press ctrl-v
to paste that screenshot
Its on a different pc ๐ฆ
get overlapping components or get overlapping actors
components
maybe try, get overlapped actors, and cast to bp motion controller and then get the sub component instead... its kind of hard to advise you without really seeing your setup
i know that in my case
i messed with it, and was not invalidating the attached actor
and so i could not grab a new actor
so thats a good place to look, print string all of the steps
that are supposed to happen
so that you truly know what is failing
Tried it before and there was a problem where I wasnt able to use a "get world location node" but back to the interface thing. The problem there was that I dont want to attach something to the hand and than the "drop" function was not calling because there was nothing attached to the hand
pls help though
have you tried using fit to data, or messing with the heightmap resolution @radiant haven
@tiny coyote only thing i'd recommend is just print stuff you expect to work and find out why its not. it's not clear that the overlap is the fail point here to me
so maybe I can get it to work now by unsing the interface or I have to look for the mistake by prints
Thanks for your help @sonic pagoda @normal burrow
even if you add prints to the number of things overlapped lennard you'd be assuming that code even gets executed
so printing only when its zero, when your actually not running the function in the first place is not the best way to do it
putting break points in is another tool you can use lennard
using the interface does work! Dont know how many other things are broken now but who cares ๐

xD
hey guys anybody know a good way to bake out the world transforms of a camera that is parented under a camera rail/crane rig? The "Bake Transforms" function in the sequencer only bakes the local transforms so it just stays at 0,0,0. I can kinda get it to bake the camera's path if I use the "export to camera anim" function but there does not seem to be a way to bring this data back into a sequencer track
@worldly dust just green now
While I'm working on a video game demo project for my Reflective Essay, I wanted to show you guys how to work on the new Calculation Direction. I wanted to p...
@lapis vine that video seems to be why everyone uses vector length squared lol
guys
I need help
I am opening my project but it shows the default scene
How do I get back to my level I was working on before
I am panicking rn
it's not there
Like before it would just open to the map i was working on
But then I moved the save folder to reduce space
then I undid that
Can you call?
@normal burrow "That's what you are supposed to do", slaps VectorLengthSquared ๐ฅ
its funny because, everyone is like "where my blue node go?" and then they get told to use vector length squared and now everyone uses vector length squared lol
@charred chasm you can dm me
Sure
and send screenshots
Can I just share screen?
im busy right now
ok
Its cute tho. And good lesson to be skeptic to anything you see on internet.
that's how it is
people believe what they see after reading it once, and then start spreading it as facts to the people around them
@charred chasm make sure your in the same project you made the level in first.
then click the content folder
set filters to "Level"
it should show you every level saved in your project
nah
So, before I go into this project, I was hoping for a little feed back. Basically, I am developing a OpenWorld system that includes everything necessary to create any world with all terrain, weather, smoke, fog VFX. I am aiming to make it simulation capable but keeping all physics, including some really unique stuff life global time, weather, wind. The issue I was check is that it seems additional things like this are not automatically computed by the GPU. So I am planning to develop in C++ a OpenCL and Concurrency library then make those available in Blueprints for use so you can CPU computer things like Real Time, World Time, across any world, and GPU Compute Wind Dynamics, Weather, Above Sea and Below Sea Thermal Layers, Temperature, Elevation, Cloud Elevation, just a ton of stuff then leave it open to do distributed computing so the heave grunt work is done on my dedicated servers then communicated to the client which then uses those variables for very accurate effects. The drawback to this is the dedicated server would always be a requirement for the game the benefit is, the client is only left to deal with game mechanics, like collision, obtaining information from the server for producing the visuals and proper effects client side. Any thoughts?
I'm trying to keep this to two months work, just a ocean and swimming mannequin, weather simulation, material and effect demonstration and make it open source but you pay for the server unless you want to build your own production server with it.
my first thoughts are doubting the 2 months
Yeah that's not going to happen with an army of one in 2 months
Well I am only aiming for the physics and limited visuals
that's it
Not a full project, just something to show then opening up to contributions
not to a point to being marketable anyway
i3di would look into why the gpu is largley not used for these types of things
I am not marketing it, it's meant to make it so you can create any game without having to do all the recreation of the world every game.
you want others to use it yes?
then you need to treat it like a product
Loads of art already done in two years
I have a VFX guy, not bad at all, great artist
Why would someone dedicate their time for this tool? Free or not. Just how people are
whats the name of the project?
Well, that's why I am doing the brunt work so you can see why, every game you always have a world. Why not something where the world has everything you need for any game style so all you have to do is the client work and customization on your side.
??
Every game has standard things, you can add some extras, document then use it, not re-invent the wheel every time
they'll still want quality
I do have quality terrain, I finally perfected the rock PBR's,
if you can do it, power to you. Just warning you of scope and general public reception.
Right now I am just aiming for the open ended physics, compatibility with SRTM but no implementing it, a water plane some weather using actual calculations server side so you get accuracy in any game but can be used for simulations to
Just keeping the initial simple, make some visuals, throw it on Patreon and build support
That's why I went 2 months, I am not doing the whole thing right away.
I honestly think it'd be foolish to call that simple
take heed to what pat said. There's a reason why it isn't done on gpu
not only that, but i don't think many developers care enough to simulate these things. You must have some other audience your targeting?
Well the gravity, wind, weather, those are pretty simple, so is latitude, longitude, seasons, time, it's mostly just redundant. Complex would be below sea level thermal layers for sub sims, weather patterns based on barometrics, that's future stuff, as long as you can get wind, location, some basic weather, a water plane and have the open ended variables coming from the server and a swimming mannequin, I think that's a good start
Well, the simulations would be available, you dont' have to use them, again open ended pick what you need the server runs the calculations sparing the client.
Survival game, temperature might be important and wind, rain, obviously gravity is important. But you may not need all the simulation stuff for aerodynamics so don't use it.
Just pick what your game needs and spare the client but get the accuracy because dedicated servers can run massive GPUs
So why ask for feedback if you're just going to try and sell this instead?
I'm not selling it
lol i3di a gpu on a server for a game is almost never existant
Haha, it's open source
You absolutely are
I have one
trying to garner interest
My server has a GPU, I can increase it and do distributed computing
Well, I haven't done the work yet, I've planned, I was just wondering what people thought about the idea. The drawback is just that, it's server requirement
a game whos dedicated server requires a gpu to do in game temperature calculations is not going to fly
you need to target someone beyond game developers imo
Well I like military sims for instance, DCS World, problem is hardware varies from client to client so if you centralize the models on something like a server, you can really get accuracy
Leaving the client open to the local things like collision detection
rendering
But if you do a fantasy, do you need wind dynamics, no probably not, but it would still be available making it adaptable
tbh i don't think much of what your saying you've actually researched much into though. all the statements are grand and everything but we have cpu threads laying around doing nothing in pc world right now. the gpu is not a free resource
take this to #design-chat or #lounge
@dry merlin Certainly go for it. Come back in a year and tell us the result.
@Deathray you might be right, I was going to try simple first see what people thought. But yeah, probably a larger project down the road, I'll just keep it to myself for now and then pass it along for people to clone and see what they think
yea i just think its so far out there that it sounds like your just trying to promote a patreon. If thats not the case, again opinion would just be need for such things and trying to fit gpu stuff to blueprints, like none of this is simple or standard
Brave programmers vs unrealistic tasks. I always like it.
so brave........
What I should use for the death count in my game uint8 or uint16, I am kinda noob, don't know which differences they have
oof.
What if there are a lot of deaths ?
Unless you know what the difference is
Ok, but if you had to choose between those 2
and int32 just doesn't cut it anymore ?
๐
when copying content from a different Project into the engine, none of the materials seem to work
"I just advise people to do the normal thing" :D
On a side note, tracking overflows is hella tricky
it is
Clang has a nice sanitize option
that will error out at runtime when it overflows any int
but ofc it doesn't work with cuda
๐
Int8 - [ -128 : 127 ]
Int16 - [ -32768 : 32767 ]
Int32 - [ -2147483648 : 2147483647 ]
I guess this applies to UE4 right
i still think it is weird how division by zero int is death
so if I assume my game sesion never will have 32767+ deaths, I can use uint16
It'll just do fun stuff
"fun stuff" lol
hehe
whitevader, if it were only so simple
the problem is, blueprints don't want to implement uint16
Use uint32 : 13
they REALLY don't want to do it.
So they use what?
int32
Thanks!!
no, I would like to force an equivalent of BP "Byte"
yea uint8 is bp ready
yes phy
I see
Does it errors out on overflow?
I have that in BP
you can't mask them or anything tho or bitwise shift or you know simple things
uint8 is c++ for byte vada
Im Just converting BP -> C++
why would you align on 8 bytes
vader again, Byte is uint8
That means uint8 [ -128 : 127 ], so the maximum deaths is 127?
Nope
if your struct size is 9
and if your on 64 bit operating system
Ah, yeah,
Was that an and or an or pat
https://clickhouse.yandex/docs/ru/data_types/int_uint/ I was reading this, but looking for the wrong part
Makes sense
an or pyh that an and or not or an
At some point I used to think that it is unsigned, because nobody agreed to sign that BS and it is not valid format. So if something is unsigned, you'd use it completely at your own risk ๐ญ
because
BeCAuSe?
yea
ok
the 32nd bit is only sign
not a lot of sense in in increasing exponent or or fraction by one to throw away -0
right
ufloat, lol
I bet it's on thing on some weird arm
uboat ufloats

suppose itd be 1.fu - 2.fu
Looks like some lewd tool
1u.f?
lol
Nah, think the dudz there did some interesting optimization for the 0.
this is a double precision number though
unless its hlsl, which just doesn't care.
std::setprecision(16); ftw
syntax error: expected an identifier
worked for me ๐ฆ
well the :: would help
I recall needing higher precision for importing real world scale data for road mapping, and simply using setprecision within scope was enough for the calcs I needed.
weird
not really. Its just a temp fix over a limitation of the engine really
std::setprecision?!
im sure people would berate me for using std in an unreal proj but hey ho. it worked
doubles can be literals if that was a question
No, it was statement. ๐
statement: are double literals
aah, you forgot the 1. in front
lol ๐
๐
brain didn't know it was supposed to count that as part of the statement
thought you were numbering something
@kindred viper that func is for output operations, how so it changed your compute? You parsed the output?
Yeah, lol
let me dig it out and ill give you a code snippet
it was freaking ages ago so bear with me
yea if it ain't got that f after a period its a double
You can also do hex floats, but never did them. Wait, I remember one game engine dude doing them.
-.;
Supposedly, it was portable solution.
auto f = .0; did not realize this was good form
Fun fact .0 == 0.
https://pastebin.com/Au0YziL0 //setprecision
ignore the crap in there pls. I was young and wild
Not sure I can. How that helped tho? ๐
it allowed me the extra calculative precision from the lat/long coordinates that I was bringing in
unreal was treating everything to 6 decimals so it borked up accuracy
in scope, I could temp use that and put it back out as unreal friendly
i'm so very confused
Ah, I see. It does some stuff behind the scenes. Weird.
Maybe doing some stringstream, dunno. aww..
oh yea its for stream operators
But UE should have some stuff for setting precisions anyway? They avoid std as hell.
marc i think that does absolutely nothing
lol ๐
if I didn't use that, the entire thing was completely different. Inaccurate. When I used it. It became exactly what was mathematically correct. So I can't say otherwise
I dont even pretend to understand it lol
Mysticism, I like that.
I did it in 4.3 or something
no idea. But my road tool was working fine. For the most part.
the idea was to use Google Earth to create a path. Then export that path as KML. Then convert that to a UE4 usable set of data for creating a spline based road tool based on real world, real scale roads.
Returns an object of unspecified type such that if str is the name of an output stream of type std::basic_ostream<CharT, Traits> or an input stream of type std::basic_istream<CharT, Traits>, then the expression str << setprecision(n) or str >> setprecision(n) behaves as if the following code was executed:
trying to inport character from fbx file created in character creator but my hand bones are getting werid, everything else is fine
Man leave it. It did the magic.
lol ๐
There is so much fairy code around, just one more.
stack I need advice. Quite small if that is no problem.
What is the best why to push actor in some direction.
I always feel bad for not finishing that road tool. I recall errors halted me then I got some work and let it slide. But it was a fun thing to do.
what kind of actor whitedragon
I have 2d sprite and i not using physic.
two circles type deal?
?
its something like force and impulse.
yes
Is circle collision i think as transform.
lerp timeline and alpha by lerp. wit transform
with transform sorry its little like advice. I do not know what will do for me best work
we have also Add Movement input.
Sometimes its hepend go to explorer something is inside or something is refer to folder.
So what will be a good why to move what you use and when?

ICan you show me where you put mass center
Mass Center would be the location of the thing being pushed
Pusher Center is the location of the thing pushing
But push that in transform?
I do not know exacly how is the best why to move element
it gives you a new location to use for the transform
You can move object by transform, Add movment input, and you can use psyhic function
theres no best, you just use the one you need
So most basic why to move something is by transform?
yea, SetWorldLocation node
SetActorWorldLocation or SetWorldLocation with component/rootcomponent
(going off memory)
How to smoothly transfer between locations by lerp and timeline?
I am more confused what and when will be good. So sorry for your stress.
My question can be pretty strange and stupid.
your fine, Delta seconds is how much time passed for the last frame
so when you multiply it by a number that gives you that number per second in position change
position change == velocity * delta_time
So get time and do math?
I don't know how to use the component move to things with time line
or timeline?
It is your decision
timeline approach might be better if it means you don't need to tick every frame (if the only concern is performance)
but you really shouldn't put too much thought into this right now
You create timeline and inside you have track from 0 to 1 and you use larp is changing betwen 0 to 1 and changed vector from one to secound
to next
sory its stupid
ye, its fine though :D just use Tick
Is there any way i can get substance textures without paying for the subscription
like another website or something
for that whitedragon, you need to provide A B values for lerp
its not will work but also i saw that concept.
We don't condone theft
Yes you are right
You want to go with the concept that works for the problem, there are always many options
if you just need back and forth movements, like ping pong that timeline would work yes
For some resson its not work from start
are you looking at the event graph whitedragon
you need to connect Play to something
Yes i know that will not work any why its not work becauses itsa not go up for soem strange rteasson
but forget
I have problem with transform because they are block in some other collision .
I can use transform or phisic function to move something or add movment input?
They are also projectile component and rotation?
But in most simple situation peoples are use transform?
Projectiles have special ways to adjust the way they move yea. But all actors have "Set Actor World Location" that you can use to move them. AddMovementInput is only for Pawn Actors
There is also "Set Actor World Transform" these both change the same part of the transform. setting location changes the location of the transform only.
For my problem and simplicity transform will be good. But i have with transform one problem.
But that was not possible but by using movement component work.
When i moved character in Y (in and out scena) moving up working
By transform by jumping from movement component work.
You use the movement component to move by joystick. But if you need to push something else you use Set Actor World Location to set a new location and enable sweep so you can't move the object into collision
I do not know i have problem with transform or simple better use psyhic what will give me better simulation
If your enemies are physics simulated, which means they fall over on their own. then the add impulse and more will work. otherwise it won't do anything (but send log messages to you)
I have downloaded and installed some content by clicking "Add to project". But now I've created a new project, which is open in UE. How do I add this content to my project without using the Epic Games Launcher or closing and opening my project?
theres not really a safe way to do this
normal way is you open original project and migrate to new project, by right clicking content folder
I will try
I will test
but i should to use tick that is just for test
Or export. from old to new.
try it
its hard to say. but that lerp is not good because A will be moving
Still you'll see something happen though haha
Also i think abaout using movment component its not this same as transfer
But i think using movment component to move actor
or some mush can be really wird?
there are reasons you do and reasons you don't
projectile is also a movement component
But that will be all unreal give physic, transfer and movment component to move something.
SO there are no other why to move something to other location yes?
character movement component?
yes
Character Movement Component cannot be pushed normally
what if i use that to move something?
you can only use it on characters as well
I can always add that to actor but i think can be lityle wird just in this moment better use psyhic that is right why?
The purpose of that node is to drive the character by the input like the joystick. Characters are not physically simulated normally. To push another character you need to set transform with sweep
Yes you are right
think of that node as how the character wants to move. don't use it to move the character, character moves itself for where it wants to go.
when you need to move the character to somewhere it does not want to go, then you set transform
mining with some tile controller what will be uptaded location
Yes i think you are right
I do not trast performance of transform
Any why
i think transfer will be the best
I was really confused by so many option. I need just figure what will be the best why to control upgrade location smoothly. Sory my question was so wird.
your okay, there are many options
Right now it seems like my client is 'ticking' every actor on the entire map
is there an easy way to specify a max distance for that ?
i see an option for 'net relevancy' but not for like local client relevancy ...
You'd want to not enable ticking for actors that don't need it. but i don't believe there is a distance based tick thing.
ticking and rendering are separate beasts
Is there anything for a in game cash shop... buying ingame currency etc
Is there a way to save where you are in a song so you can load from that point again?
Im new at unreal so i might sound stupid but does anyone know how to hook up a character asset up so when you click play it plays that character. I got an asset that came with an already rigged blueprint with the character and i put it in the level and deleted my old character and when i click play it just spawns the mannequin
there's a lot to explain there. But you can't just delete and replace items.. things need to know what to do with the new items... In this case... you need to consider how the engine picks the new pawn. If you look at the default templates and game modes.. that will give you an idea where to start
Has anybody made a "Best-of" for the black friday sale? 5,000 assets is a lot to sift through
Does anyone know why im getting this message "this action is not avaible while play in editor is active or when previewing less then shader 5 model UE4"
when i try to build lighting
hey im boutta sound like a dumbass but how do i open the error log
Its ok i dont kow how either O_o
crap
So i had a custom movement component from c++ and recently removed it in favor of Character Movement. But now the details of Char Movement arent shown in the details panel. Anyone know the fix for this?
@reef jackal sure
UPROPERTY(VisibleAnywhere,BlueprintReadOnly)UCharacterMovementComponent*WhatYouNamedIt;
so i have to edit Character.h?
Uh no
Did you use FObjectInitializer to overwrite the base type?
For your old version?
Of the original
yeah
This is gone now?
yeah. The movement class is there from inheritance now. Im not overriding it anywhere
What if you make a new blueprint of your c++ character type?
you can see the details...
K
its only this pre existing one i have
Hm would make a duplicate of it
not that i know of. Theres a "Reload" which ive treid
Hm may have to reparent
If you make another one of your types in c++
Er Charater
You can swap parent classes and maybe thatโl dump out the bad serialization data
Could also make a class redirector
From your old CharacterMovementComponent to the real one
That may fix it
the old one is a cluster. Ive pretty much commented the entire class out.
Class redirectors go to the ini file
Core Redirects enable remapping classes, enums, functions, packages, properties, and structs at load time.
You could just delete your old class and redirect the name to CharacterMovementComponent
oh its engine.ini
Any ideas on creating a multiplayer top down fog of war?\
thank alot for th help. Ill give that a go
Post processing material using a sphere mask
Unreal Engine (web) have some place when I can read about cross platform function.
COmpatibility
๐ I'am interested physic is implement across many platform.
usually if there is something not working on a platform the info about that is in that section otherwise the general platform sections https://docs.unrealengine.com/en-US/Platforms/index.html
Helllooooo
Using blueprints, is it possible to spawn with parameters?
When I spawn a object, it has a init....a OnBeginPlay. How do I pass in a parameter when the object is created
yeah you have to expose on spawn though
expose what?
Right now I'm spawning the object, then casting to it, then calling a "init" function that sets up the object.
doesn't seem very efficient.
I would like to spawn, set vars on create
Something like.... SpawnObject( ID, Transform, Name)
@grim ore Hi I like your chanel.
@autumn elbow you can set variables when you spawn from class, just drag off the spawn nodes output and type the variable you want to set. Pretty sure you dont have to cast to it
@autumn elbow Click the variable you want to expose
then at the top right click instance editable and expose on spawn
Okie...I'm sure I tried that, but I'll try again
Ohh yes..I know about that Dion. I thought he was talking about something else
Thanks peeps!
Hi all, is there a way to switch levels being viewed while in PIE?
Anyone have an idea on how to fix this?
Hey, anyone has any idea on how can I publish an article on Unreal Engine Spotlight page or how can I request Epic games to publish one of my articles?
Guys, can anyone explain to me how I can make a UMG button change an image in another UMG?
is it possible to connect a sphere mask to a character?
what do you mean by connect?
Is there a way I can reduce a texture's resolution? Like if I have a 4k or 8k texture and I want it to be 1k
@thin tendon
If you want to do it inside UE, you can change the LOD Bias of the Texture.
But its better if you downscale in some other software
@royal temple Thanks heaps mate.
@ruby ocean What are we looking at?
@royal temple I don't know.. probably try to get in touch with your Unreal Area evangelist? https://www.unrealengine.com/en-US/programs/unreal-indies/meet-the-evangelism-team
@lone tapir call a function on the other umg?
@tawdry lily
Thanks! Will look into it
@tawdry lily I wanted to change this texture so that it changes dynamically in StereoLayer. I do not know what would be the best way to do this, I tried to create an instance material and was trying to change the texture but I can not get the widget as if it was a mesh, to be able to change the texture.
You should get the brush from the umg, then you can access the image property
@tawdry lily So with this node can I change the texture? But how am I going to change the texture by firing the command from another Widgetbleprint?
@lone tapir You can make a custom event or a function
only if you originally set the Image from that same brush
that too
easier to pull from an Image pin and call SetImageFromTexture, i think it was
Can someone guide me through excluding stuff from a post process material ?
@lone tapir @mossy nymph Yeah, i would probably add an image widget, make it public and set the image directly on there
@honest vale im attaching the sphere mask to a camera at the moment, i want to attach it to the player
@gaunt raptor
Check this out
https://www.unrealengine.com/en-US/blog/webinar-achieving-cinematic-quality-with-post-process-effects-in-ue4
Skip to 29:00
@tawdry lily @mossy nymph The problem is that: 1- This is my widget that outputs to a Stereo Layer. So I could not change the texture itself because there is no button in this WB! 2- The menu that has the button to change in WB (marked in the image above as 1) does not recognize the commands of that other WB.
top of the details panel has a checkbox IsVariable
if its checked, the EventGraph will have the Image_189 variable you can then use to reference the image
the names of exposed slate widgets are also printed in Bold font in the designer
@royal temple i already have this material - but its not really working - maybe you can see where i went wrong ?
@lone tapir @mossy nymph That's what I meant, I said public, but meant variable
@gaunt raptor
Im sorry dude, Im not too familiar with creating materials๐
AFAIK, you have to select filters on each Scene Texture node.
@snow sphinx maybe a material parameter collection would work?
@mossy nymph @tawdry lily I changed the name and saw that it was marked which is a variable!
But when I go to my Menu WB when trying to call this variable I just renamed these errors happen!
I tried to cast but unsuccessfully too.
no Cast
just SetBrush, that is not a reference to your widget blueprint but a slate widget (Image) contained within your widget BP
@honest vale so im trying to change the camera position to character position
I think I'll give up on this idea, everything went wrong so far! Obrigado pela ajuda! @mossy nymph and @tawdry lily
@lone tapir Here's how you do it
@lone tapir
@lone tapir I know it can be hard sometimes, we've all been there. Hang in there and keep learning, in the end it will all (okay, most of it) make sense. Just do loads of tutorials and just copy stuff that you can use from there ๐ Have fun!
It seems to be simple but always some other error appears! This is the WB of my button!
@tawdry lily And this is my WB with the image / texture I needed to change!
@lone tapir The widget with the button doesn't have a reference to the widget with the image. So you should make sure they are somehow connected. How are you initializing the widgets?
They are two different blueprints that are in the same scene!
@lone tapir You can see in the errors that the function is missing a target, so it doesn't know where the function is that you want to call
@lone tapir Okay, but do you create them somewhere? Or are they 3d widgets or something?
Both are WB! Separated.
So they are not in the scene, you just have them sitting next to each other in the content browser?
How do I more "delicately" zoom in within the Static Mesh viewer?
I have a small Static Mesh (~5cm^3) that I can't really examine because the zoom in increments like 20 units forward/backward.
Frame/Focus is alright, but... if there's another way.
@dim plover
I don't see that in the static mesh one. I think only Skeletal Meshes have that, unfortunately.
@dim plover rmb + scroll is the short cut, that works for static meshes too
https://docs.unrealengine.com/en-US/Engine/UI/LevelEditor/Viewports/ViewportControls/index.html
Learn about the various control schemes for the editor's viewports.
Interesting, thanks Eivar.
Does anyone know how I can remove this seam in my texture? It appears everywhere the material has to apply the texture again to match the Meshes length
you sure it's in the texture and not a seem between triangles?
If I have the boards going vertical it works perfect. But if I rotate the textures so the boards are horizontal I get this gap
@lone tapir I don't really know how to help you as I don't know how your widgets are related to each other. But I get the feeling that you need to learn a little more about blueprints and how they relate to each other. Maybe try some more tutorials..
Does the texture tile horizontally ? How is the UV ?
how do you rotate the texture? you might be having a small float accuracy problem in the way it is done
though it does seem like you are doing texture mapping from inside UE4, you working with CSG elements?
Thats how I am rotating. The mesh itself is good. I have tried many textures on it. This texture though I got from quixel.
Well, does the texture tile ?
What node would I use to switch them?
(uv1 is the before and uv2 the output)
break the TexCoord into it's components and apply cross the values then multiply one of the two by -1
well, make it 1-u1 maybe, in case you have different tiling on your texture
I understand what you are talking about I'm just unsure of how to break the texture coordinates
I do not trust CustomRotator to give you perfect results for any rotation angle that isn't 0 or 1
Seriously though does the texture tile
you literally "break" it
he says it tiles when vertical which I take as meaning "without applying the rotation in the shader"
@cloud cobalt It should tile nearly all of quixels materials so far have tiled
That's not a rotation
the 1- is cheating a little but I use it to replace the uv in 0-1 if possible ๐
it's basically just adding 0,1 to the resulting uv anyway
wait, I forgot to cross the lines XD
my bad
btw, this would be a LOT easier if this node worked for float2 (or I missed something)
Thanks for the help guys. I have discovered it an issue with one of my texture files. Because base colour on its own works perfectly
Yeah, this is why I kept asking
There's no reason for a rotation to have results this wrong
The issue was my displacement map
Anyone know of some good resources that can help me out with a simple traffic AI system?
I'm not sure there is such a thing as a 'simple traffic AI system'
it's a notoriously difficult thing to implement
how to force the editor to use a limit of 120 fps?
Whatever I do
- set up ini files - https://wiki.unrealengine.com/How_to_Change_FPS_Cap_,_Near_Clip,_Editor_%26_Game
- entered the console command:
r.VSync 0
r.VSyncEditor 0
t.MaxFPS 120
still empty scene displayed at 60 fps
and the same question is only for a packaged project.
@dusk fern In project setting - Use locked frame rate
But maybe you have 60 HZ monitor?
Shouldn't matter.
With vsync off and smoothed framerate off, there's no reason not get more than 60fps
There's no point either in editor, but well
doesn't editor run on top of windows desktop compositor?
and desktop has v-sync on always (unless you use linux with shitty drivers)
It doesn't work like that
If you don't have vsync, you can run and render at 900fps
What Windows renders at is irrelevant
I'm pretty sure all my games in windowed mode run at 60 fps due to being capped by vsync ๐ค
That's not the point, though
Hi so how comes i dont have this option in levels:
yea I don't know how ue 4 is supposed to do windowed rendering
You can create any dummy OpenGL application and render the same rectangle over and over at 900 fps if you like
It doesn't matter how it's presented, or if it's presented
As long as you don't actively write code to wait for the next vsync, the only limit is performance
And sure enough, you're not going to present at 900fps
right
But that's not what OP was asking here
But maybe you have 60 HZ monitor?
yes but that should not be a problem
in earlier versions of the engine,
console commands with the same monitor worked fine for me
It's possible that Epic forced a framerate limit for the editor now, because it's pointless to run at more than vsync in editor
It's not like input lag is a problem
I even tried turning off vertical sync in the video card settings ... but that didn't help...
Why do you really want this anyway ?
well let the editor be 60 ... although it used to work ... suppose it is ...
How do I pack a project with 120fps?
Why do you really want this anyway ?
in short - for tests
I want this for a simple reason: there is some code,
which of course I looked at performance in the profiler,
But I want to see its direct impact on the frame rate. I want to make sure that it does not lower the frame rate even at 120 fps
Hey anyone using FMOD in c++ for audio able to help me out understand a certain method?
@dusk fern Removing vsync and setting smoothed framerate max to 120 should do it
Having your game running at more than 60fps is perfectly supported, though 120fps in UE4 isn't going to be easy to reach
Removing vsync and setting smoothed framerate max to 120 should do it
but this does not work for some reason ...
empty scene just do nothing without giving 120
everything else interests me so little.
Please clarify what's happening and what you've tried if you need help. What happens if you set r.vsync to 0 and the max smooth framerate to 120, in standalone builds ?
Do you see 60.0fps ?
62 ?
More ?
editor Standalone Game
Forget about editor
Just launch your game outside editor and check what happens first
You don't profile in editor anyway
The results are completely wrong
but some preliminary conclusions can be made with the editor ...
in earlier versions of the engine (probably 4.18 4.19), I had no problems working with 120 fps inside the editor.
in a packaged game:
https://i.imgur.com/IDvTP72.png
https://i.imgur.com/APiRlSb.png
t.maxfps
dont work, I donโt know for what reason
Measure with stat fps
He's doing it already
And make sure you turn vsync off too
He's doing that too already
Isn't it r.Vsync ?
I tried different options already, without result.
Ideally, I want to know the exact settings of everything related to get my 120 fps
Try outside editor first. No need to package, just launch your game, type r.vsync 0 and check the result.
https://i.imgur.com/mdp7mBY.png
Does it work like this in a game mode?
Yes
You also need to correctly set the max smooth framerate settings in your project settings obviously
ok i will try now
But lile I said, just launch your game outside editor, type r.vsync 0 and tell us the framerate
but the console does not work in shipping
Who said anything about shipping
Right click the uproject file and click launch
Open the console, toggle vsync off and check the framerate
ok i followed your instructions
launched the game
https://i.imgur.com/o06AFMf.png
and console commands
https://i.imgur.com/7bizbZi.png
result:
https://i.imgur.com/jS9L3bj.png
What are you smooth framerate settings ?
smooth frame rate + min desired = 60, looks like what I'd expect, if the display is 60Hz?
well, it should hit 120 if it can maintain a smooth 120 and the display's native refresh rate is 120Hz
No one really has a 120fps monitor though so I'm taking this as an exercise in low input lag
This isn't really covered in the popular style guide, should each map have its own folder?
So all maps go in /Maps, but Map1 would go into /Maps/Map1
personal pref. I'd prefer them in one folder, mayhaps seperated by stuff like bonus levels, towns, that sorta thing depending on the game.
Hmm, alright. I'll do that.
@cloud cobalt
I tried all the options ... there are not many to try all of them.
https://i.imgur.com/TVea1iA.png
I turned on turned off smooth frame rate
and tried different values
the result is always 60 fps even after entering console commands
Test it yourself, itโs purely circumstantial to the requirements of your project
@cloud cobalt
is it likely that this is a hardware problem? I had problems with the monitor recently. Theoretically, with VSync disabled, should this not be a problem?
Low quality height map. Itโs using pixels to calculate it after all
tis a bug
When the character moves there is a lag in random time as a little trembling, but it is strongly evident. I use the standard paper 2d character movement BP
@abstract relic whats the difference
number of bits per pixel is the difference
8 bit has half the detail
not rocket science, really
ye but which detail
elevation
@dusk fern There is no reason to not have a higher framerate outside editor, if you have removed everything like you did
How would we know ?
how can i know
How did you author the height map ?
just searched for heightmaps
Breaking news - free Internet content sucks
You make them I guess
https://terrain.party/ From what I gather it exports 16 bit heightmaps. Or you can make your own..
like ambershee said
plus if you use WM, you don't have licensing issues
I mean, people who make games usually make their own content
Because what's the point if not
since you know, randomly googled textures probably have copyrights attached
http://www.demenzunmedia.com/home/ < free terrain tool
Hello! I've been reading up on the auto instancing introduced in 4.22. Does this only apply to static meshes, or to skeletal meshes as well?
the author of terresculptor made it free as of recently.
static meshes only
Thought as much. Was hoping I wouldn't have to go through the entire ordeal of figuring out skeletal mesh merges and atlasing for customizable characters
Thank you for the answer :)
@fierce tulip I think WM is more realistic but thx
@wary wave thy man I donwloaded WM but its completely new for me uff
@tawdry lily I need a bigger map thatn only 60KMยฒ
can I export a heightmap of WM into UE cause normal mehses you can use it as a n landscape
the user is in control over how realistic it looks, not the tool
Because clearly 60kmยฒ is too small
lol
Make it over water.
lol
with an island well i had that in mind but idk hmh
i cant find a good island
cause all of these are just 8bit maps
No seriously, make it over water
and i made myself one but that doesnt looked good though
If you're doing a flight simulator, the realism of the ground surface is both extraordinarily expensive, and not that much of a requirement
Not to mention the performance problems of far rendering
It's not like DCS World looks any good
Think about your scope.. you're just one guy. Focus on the things that are important to make a good game first. After you managed to create a flight sim over water, then you can start working on cool maps
dsc world is pubg 2.0
new benchmark
no shit
@cloud cobalt and what is with mipmaps (LOD Levels)
well of course you wont see grass though
DCS World has 150 people working on it
Make it a sim in the fog. Less visibility, less problems
And it takes way more than mipmaps to get nice rendering of far objects
It takes careful LOD on every single mesh, to start with
Seriously though, since you have 1/150th of the manpower of DCS, you should aim to have 150x less planes, 150x smaller terrain, 150x less graphics, 150x less features
That is, if you're as good as the average DCS World developer
@grave nebula you tell me taht you dont grab this question(topic) serious
Fun fact : plane pilots are expected to land planes blind
That is, instruments only
Call it the most realistic CAT 3 autoland simulator ever and shovel them cashes.
@radiant haven I call it brave developers vs unrealistic tasks.
If I would like to make a flight sim, and I would argue that I probably have a little more experience than you, I would start super simple. I would take a cone and try to make it fly first. With just a boring flat landscape without textures. It is only after this works that I will start to touch models and landscapes..
Why is it that no one tries building the Space Shuttle in a garage, but everyone wants to build full video games ?
Doing any trivially small video game alone is a shitload of work
I mean, I get it, all these games look super cool. And you get the tools for free, so what's stopping you, right?
Yup
Arguably, you can build a decent airplane with garage tools, though
You still don't see many people trying ๐
Lol XP
And I'm actually super happy that so many people are interested in making games. It just gets a bit frustrating that everyone wants to make AAA games on their first try. Like.. get a cube to move and then we'll talk again..
is there anywhere one could find the various Unreal Engine scenetextures, who writes on them and how?
Sorry @radiant haven if we are a little rough on you, we are just trying to protect you from some serious disappointment.
I mean personally I spent 5 years on a space sim. It's like a flight sim, but without landscape !
So when I see "I'll do a realistic flight sim alone", I'm a bit skeptical
@tawdry lily lol thx
well I made a heightmap using Blender and exported mesh from Marketplace
still these stairs I dont understand ๐ญ
Well, is the heightmap 16bits ?
How did you make it?
No idea
I was checking this for you:
https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Landscape_Modeling_III:_Exporting_as_a_Heightmap
and it clearly says:
"As mentioned earlier, exporting the heightmap as an 8-bit image (Blender doesn't support any 16-bit formats that I'm aware of) has the drawback that you only have 256 discrete height values which can cause a stair-step effect when the terrain is subdivided. Ideally, you could use an application that can export the image in a 16-bit raw format, such as Terragen."
so unless you can find some source that disputes this claim, I'm going to assume that your heightmap is still 8 bits
how to randomize delay time
I mean
