#ue4-general

1 messages · Page 591 of 1

grave nebula
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@regal yoke don't use delay for whatever you are trying to use it.

gaunt tide
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I know my heightmaps are 16-bit for that reason. I use World Machine tho

regal yoke
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how to set new post process material with blueprint

plush yew
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this object doesnt collide with the ground even though the collision channels on both the collider and cube mesh are set to blockall? what the actual f

trim trail
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hey, if I wanna to show some ue4 artsy stuff on twitter, how would you suggest to tag? just #ue4?

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from what I browsed on twitter, its really mixed, ue4, unrealengine, @ Unrealengine etc.

fierce tulip
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#ue4 #gamedev #vfx #vfxfriday there are also a few related to days like vfx friday

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showcase saturday or whatever

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also, dont use too many tags, itll actually lower people interacting with it

radiant haven
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well @cloud cobalt still not fixed

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@tawdry lily I already saw it

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and this is the way what I am using

trim trail
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so do you suggest to show stuff only on these showcase days, or just only biggest/most interesting stuff? I'm thinking about posting rather small stuff @fierce tulip

fierce tulip
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just #ue4 and related are often enough

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vfxfriday for vfx does get a lot of attention

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its up to you

tawdry lily
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@radiant haven Okay, well I guess then you'll be stuck with having stairs in your mountains... Unless you use one of the other, many, options that were suggested to you today...

trim trail
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alright, thanks, Luos

nimble anvil
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an admin owns the server?

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wouldn't they be owner then

fierce tulip
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he's both

crude robin
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so i started learning how to make my own props and stuffit so fun to do 😄 now i need to just fiddle around with texture images

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my first prop i made was an sword second one was an lg monitor

umbral pagoda
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I have three days can not fix the bug, maybe someone can suggest how to fix it - 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

fervent sigil
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I'm trying to find "Top menu bar - Quick Settings- Show Transform Widget." - I feel stupid but what is Top Menu bar / quick settings O_o ?

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nvm found it. It's just checked so I Ignored it

dark rune
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Anyone know an airplane tutorial for Unreal Engine 4? I don't want complex controls or realistic simulations, just WASD/Mouse control is fine

normal burrow
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there is a pretty decent helecopter thing on marketplace robot

lapis vine
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helecopter on robot 🤔

red schooner
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My laptop will crash when running every time if my laptop isn’t plugged in. As soon as I plug it in, it doesn’t crash. How do I fix this

true leaf
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Change windows power settings?

abstract relic
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Keep it plugged in or change power settings

red schooner
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Ok

safe rose
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Hmm, there's no way to rollback from a Launcher hotfix update huh

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Even if I uninstall, it'll automatically apply the hotfix

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Lame, 4.23.1 is buggy 😭

normal burrow
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whats broke in it?

pseudo belfry
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Can someone help me? I can not click on settings or any button. I can only click play. And also i can not add anything in blueprints

fierce tulip
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forums not working for me at all O_o

pseudo belfry
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I can only interact with the play button. I cant create any blueprints, levels, nothing at all

trim trail
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really twitter, i've spent 30+ mins preparing to tweet, and the progress/upload bar on top of tweet editor window goes to 80%, stops for few seconds and goes back to 0% 😄

unique kraken
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okey where the heck can i change the controlls. im going insane. blender substance unity unreal aaaaah

trim trail
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can't tweet at all, not sure why. Didn't reach limit, vid clip is 1mb

abstract relic
pseudo belfry
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Can someone please help me

trim trail
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hard to tell, what were you doing just before it went awry? @pseudo belfry

pseudo belfry
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I was adding objects.

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I tried restarting several times

trim trail
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static meshes in viewport?

pseudo belfry
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Just box brushed

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Just box brushes

trim trail
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did you try making new project or new level?

uneven fractal
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Assertion failed: LODIndex >= 0 && LODIndex < 8 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/StaticMesh.cpp] [Line: 1897

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How do I fix this crash?

pseudo belfry
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Yep

trim trail
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new project and new level are separate things, you meant both?

pseudo belfry
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No like

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I tried creating a "NEW" Project

trim trail
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im not following

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open epic launcher, open editor, make new project

pseudo belfry
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Yes

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I did

trim trail
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so it means your editor is bugged somehow then, but i cant think why putting boxes would cause it, what version, where you got it?

pseudo belfry
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I got 4.13

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From epic games launcher

trim trail
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newest stable is 4.23.1, maybe try it?

pseudo belfry
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I can not run it

trim trail
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okay, im lost there lol

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you say you have 4.13

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its different version than 4.23.1, unless you did typo

pseudo belfry
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I have a gtx 260

vale silo
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any word on when 4.24 is being released ?

pseudo belfry
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I cant not run any engine above 4.16

trim trail
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ok

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still, i dont know how to help you, sorry, it's odd, especially if it was working for you earlier if I'm understanding

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maybe ue4 is just lagging hard? I remember using ue4 on gtx275 and it was difficult to work in

normal burrow
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motorsep they don't advertise how close they are to release normally

trim trail
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currently 4.24 is on preview4, so should be soonish, within few weeks?

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number of previews varies on major updates, 3-5 is like middle range i think?

shrewd steppe
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It might have something to do with the gtx 260 not supporting dx11

pseudo belfry
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Okay so

sly coyote
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Hey @grim ore did you ever make a wtf is on world composition? If you have i cant seem to find it

pseudo belfry
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Your telling me

shrewd steppe
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afaik UE went dx11 only

pseudo belfry
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.I can run 4.16

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But not 4.13?

shrewd steppe
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oh

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well

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I only caught the bit where you said you can't run anything above 4.16

vale silo
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@normal burrow I know 🙂 Just poking around. The issue log was cleared a while a go, so I am wondering...

trim trail
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finally managed to tweet with vid clip, but looks like twitter re-encodes (badly, to add) no matter what? I've followed their technical tips hoping it would skip re-encoding

uneven fractal
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[2019.12.04-19.51.53:356][960]LogOutputDevice: Warning:
it crashes before it manages to tell me what the actual problem is ;/

trim trail
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this part isn't informational, you probably should check other parts of log or check different log

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no directx, no game, to answer plainly ;p

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im not sure if its even possible, ue4 afaik requires dx to do any stuff, including 2d games. Probably someone needs to check if im right though

normal burrow
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sigh, you definitely need dx 7000. please look around before assuming otherwise. If your looking to package the game without the dx installer thats another issue. Your game will not play without it on windows though.

safe rose
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@gleaming narwhal Any news on 4.23.2?

normal burrow
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Your reply to tonpix was the reason for sigh. dx is not a thing of excess that can be trimmed off, it's very much as tonpix put it. good to ask questions and all though, just dunno where you got that assumption from

safe rose
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This is UE4

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Create your own engine that doesn't need dx

normal burrow
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you'd have to go to a earlier version to get opengl support. and then even with that you're probably going to have to install video card drivers that need admin. on windows everything else has been phased out afaik

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is it windows 10?

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open start menu and type dxdiag then press enter

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check display 1 tab and see if there are even video drivers installed

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look for a line under drivers saying Direct3D DDI: with Feature Levels: under it

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Its hard to say one could avoid installing all the prereqs then

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yea i don't think you've got options but it'd depend on the driver that is installed

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if the driver supports dx that you have, and its just a matter of missing dlls, these can be added in. But without the driver end of stuff its not going to work

vivid narwhal
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you're constantly asking to do things that are not possible

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and then getting angsty when we tell you they're not possible

cloud cobalt
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By the way, Steam installs itself as admin

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And it installs DX, VS redist, etc for your game

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Using a (completely unsafe) admin service

vivid narwhal
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inb4 "I need admin to install steam"

cloud cobalt
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Yeah, you do

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But most people use Steam

vivid narwhal
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he's offering you a solution and you're immediately dismissing it, again.

cloud cobalt
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Here's the thing : UE4 requires a particular environment, like most games

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Find another engine if you can't have that environment on your machine

abstract relic
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Not sure that they have much hope if they can't even install vs

sweet relic
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Maybe contact the administrators and get them to install the prereqs? you are going to have a hard time running such software without admin privileges

cloud cobalt
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Less "hard time" and more "can't" tbh

abstract relic
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this isn't unique to ue4

kindred viper
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6 hours I was helping this douche the other day and after telling him how to do something twice, and he didn't want to know, he said I don't know what I am talking about. The guy isn't worth wasting time on. He doesn't even do it himself. Its all others work upto this point.

cloud cobalt
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UE4 games do not need admin.

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They however require some basic, common environment

sweet relic
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even the pulsarc game would require admin to install the .net prereq

cloud cobalt
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But at this point I feel like Jack and Marc here - no point trying to help

radiant haven
vivid narwhal
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oh shi-

kindred viper
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see what I mean. A douche

sweet relic
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your solutions are: 1) contact the admins and have them install the prereqs or 2) use your own hardware in which you have admin to install the prereqs

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it's as simple as that really

cloud cobalt
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You can't package DirectX.

sweet relic
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right but some dependencies (ie the directx drivers) cant be packaged as they are part of the environment not the game

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like i was saying with pulsarc the .net core is required environment dependency that needs to be installed

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you cant just copy the binaries to the desktop

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and expect it to work

cloud cobalt
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No point arguing here, just block and move on :/

kindred viper
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I like how I dont speak English well but someone else explained the issue and he understood it. The issue was "I need to stop a sound" and I said "Use sound cues". I really should learn to speak the language I guess 😄

vivid narwhal
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This is like if I went to my future PhD supervisor and said "I know more than you, please help me."

frozen pond
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hi, i want to check AI status and then decide what to do, not sure how it shoud look:

normal burrow
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its frustrating because the truth is admin rights are working here. If you want to complain about engines requiring direct x, bring it up with your administrator. if there is a way around it, whats next?

frozen pond
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left node is checking AI status

vivid narwhal
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ToTa what do you mean by AI status. What are you checking?

frozen pond
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for now just float and set enum based on it but i think my AI is looping

sweet relic
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@frozen pond maybe look into decorators?

frozen pond
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i wanted check float -> decide based on float - > do something -> back to begin

vivid narwhal
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use a Blackboard Key Decorator and proceed down the tree if float = X

sweet relic
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^ you acan also write custom decorator if you need more complex logic

vivid narwhal
frozen pond
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i want to do task after task, so task check what is status and then decide, but as i see i can't draw next sequence from task ?

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how i see it: Do i'm hungry ? - > If yes go eat ; if no do something

vivid narwhal
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Look into Selectors and Sequencers. They execute differently but one goes until something fails, and one goes until something succeeds

normal burrow
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behavior trees are fun to look at lol

vivid narwhal
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you would have a blackboard based condition for "hungry" and the next node be what to do if hungry is false

frozen pond
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i got enum bb value

vivid narwhal
frozen pond
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as i see my task check hungry level is looping

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so AI stands and check and set bb value

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not sure how to lock it for sometime like check status back in X minutes or in next AI execute

vivid narwhal
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basically, the tree runs every tick

frozen pond
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good to know

vivid narwhal
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but

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you can write a custom Service that will ensure everything fails until you're ready for it to proceed to the next part of the tree

frozen pond
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can i create dummy task to just check value inside blueprint ?

grim ore
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yes you can

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and its common like a task to see if the AI has seen a player

gleaming narwhal
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@safe rose There are no plans for 4.23.2 at this moment

frozen pond
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but should i finish execute in task or abort to move into decide side of BT ?

normal burrow
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straight to 4.24?

grim ore
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@normal burrow that would be the idea from the looks of it, no updates in .23

normal burrow
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bring it on

frozen pond
grim ore
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@frozen pond depends on how you structure it but abort and fail up or finish if they dont need the value you check and you are just checking/updating in the task

frozen pond
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now they print status but do nothing more

grim ore
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the selector would be what you want if its kinda of like decide what to do. check for somehting to do? if time to do it do it if not select the next thing and check etc.

frozen pond
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they print status but dont do anythingm ore

grim ore
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sequence goes in order

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assuming the one before it does not fail/abort

frozen pond
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from left to right

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first one i failed

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i mean

grim ore
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then the 2nd and 3rd should never fire

frozen pond
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finish abort

vivid narwhal
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hover your mouse over "sequence" to see how it works

grim ore
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select would run and if succeed it would be happy, if it aborts it finds the next one in the list and tries to run it, repeat

frozen pond
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that worked

vivid narwhal
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I fear you're lacking an understanding of the difference between sequencers and selectors pal

frozen pond
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dont fear, i know it XD

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doing someblueprint stuffs but new to AI

radiant haven
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can someone tell me why it doenst work, wann that hte texture coordinates getting higher each *4 sector using PixelDepth

frozen pond
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but they do exactly what i wanted now, so thanks for help

vivid narwhal
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I'm still having an issue with my BT Task running more than once and ignoring any sort of delay I put into it

sage tree
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Is there something htat limits framerate in UE4? I have 3 screens, the center one is 120hrz, when I select the content browser on a side screen, my FPS in viewport (center screen) goes to 120, when I select the view port it limits it to 60fps. not sure why, I have no code that should be limiting it.

normal burrow
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120 is the default limit

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but it sounds like maybe you've got vsync on?

sage tree
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if that was the case it would go to 120, as the monitors refresh rate is 120

normal burrow
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r.VSync 0

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do you have multiple monitors?

sage tree
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Ill try in a second, its currently trying to figure out the meaning of life (opening a scene)

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YEah I have 3, the two sides are 60hz, the center is 120.

normal burrow
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would try turning off vsync

sage tree
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Ive got a 16 core processor, and it uses 100% of my cpu when opening scenes and still takes a while.

normal burrow
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1950x?

sage tree
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3800x 8 physical, 3950x is 16 physical 32 logical.

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It did r.VSync 0 its still limiting the 120hz monitor to 60

deep saddle
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not sure where to post it so I'll try here
is there an option to set gizmo not to be affected by postprocess?

normal burrow
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is it exactly 60?

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its not just the gpu being stresed?

sage tree
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no the GPU isnt being stressed, 2080Ti, maybe 10% load, empty scene.

normal burrow
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is the editor between screens?

sage tree
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when I select the content browser that is on a side screen, the FPS on the center screen goes to 120,

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no not between, full screen

normal burrow
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shift F11 ?

sage tree
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huh immersive mode lets it go to 120, but maximized doesnt.

normal burrow
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it must be partially between screen some how

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if you don't full screen it and put it within the monitor visibly does it reach 120?

sage tree
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nope, making the window small and putting it in the center of the center screen its still capped at 60

normal burrow
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strange

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happen to be running obs or something?

sage tree
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obs is installed, but not running no.

normal burrow
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hm yea idk. is it immersive mode or full screen mode that makes it kick in?

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(F11 vs shift+F11)

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like do you have to do both? or just one of these

sage tree
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full screen I guess, its shift+f11

normal burrow
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makes me think maybe your primary display is a 60hz panel?

sage tree
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I checked windows, and Nvidia CP, the center display is the primary.

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if I do immersive mode when not in full screen its limited to 60, but if immersive while in full screen its fine, oh well at least I have a work around.

normal burrow
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in nvidia cp what is the advanced settings on your screen?

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like you enabled 120hz yea?

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fullscreen might override a setting of 60hz is the only thing i can think of

robust void
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im having trouble creating a destructible mesh. Ive been watching all kinds of video but to no luck any help will be appreciated

sage tree
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yeha 120hz is enabled.

normal burrow
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hm yea i'm not sure what would cause that lumbering, i've got a 240hz panel and a 60hz panel and don't have this issue

sage tree
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Yeah, its not a huge issue, just something I noticed.

normal burrow
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just double checked i can hit the full fps in a blank map, so its not a half hz issue. perhaps just make sure drivers are latest and all that. only thing that drops it down is if theres a message log or some other child window on another screen

dawn gull
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Hey am I using this right? I am trying to get the screen to fade to black along with the music but the screen fade dont work

normal burrow
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To Alpha should be 1 i am guessing

kindred viper
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I find GSync + In Window and Fullscreen modes severely affects my UE4 editor FPS. Even dragging nodes around is laggy. Make sure its only in fullscreen mode if you use it

grim ore
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^^ check for that gsync does hell in ue4 editor

normal burrow
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i just disable it in windows. reality of gsync isn't really good for interactive things imo

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a swinging pendulum yes

robust void
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how do I make it so my destructible mesh takes multiple hits before its destroyed

abstract relic
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Only enable physic when an int variable is greater than or equal to the desired value, give it a delay, then destroy actor.

robust void
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how do I do that ?

abstract relic
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I just told you

topaz orchid
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Hey everyone I'm new to UE4 should I start with C++ first or blueprints first?

normal burrow
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Are you new to C++ spaze?

topaz orchid
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yes

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no not really

normal burrow
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Would recommend starting with blueprints. You'll get an idea of how things work. If you do want to pick up C++ after that can be a helpful thing

abstract relic
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C++ are for the dirty programmers 😉

normal burrow
polar hawk
normal burrow
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for real though, jumping in head first to c++ while trying to pick up the engine is probably going to be more painful spaze

abstract relic
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you're looking at it

abstract relic
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It's just an arbitrary name

sweet relic
abstract relic
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you can call it grapepotato if you want

sweet relic
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Yes

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Not really

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they cant return anything

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they arent static

supple totem
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A valuable thing about events is you can do async stuff easy in them, like delay nodes

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In functions you need to setup timers and stuff

sweet relic
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ya in c++ world they are defined by UFUNCTION(BlueprintImplementableEvent)

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the implementation lives on the event graph so you can use timelines etc

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and they can be bound to delegates etc

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for delegate functions I will have a custom event that is actually bound to the delegate call the function I want

polar hawk
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how do people new to unreal manage to find and install this victory plugin without knowing custom events

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not picking on you

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just hella curious

plush yew
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my unreal crashes loading at %71

polar hawk
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oh i guess i mixed your messages with the other guys

plush yew
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😔

polar hawk
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so you mostly not code?

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so then how did you find the victory plugin

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did you specifically search for 'ue4 victory plugin'

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yeah i know what it does pretty well

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which is why I want to know how people are finding it

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and why it keeps showing up

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then i die inside

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in unreal?

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why do you need external data

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so you're stealing levels?

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who is 'their'

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I've worked on a couple rhythm games

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there is nothing intrinsic about rhythm games that need external data

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if you want mod support there are many different ways to do that though

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if you treat custom tracks as modded data packages, like how its done for any game with custom stuff, it'll make far more sense

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but before you even get to that point

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you need to define your own data structure

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you're gonna show me a list of downloaded osu tracks

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i know

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do you have a data format even defined?

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defined where?

cursive dirge
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I'm actually curious about the pic

polar hawk
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i swear if its just a list of files

cursive dirge
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I'm expecting mad ms paint skills coming up

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you've had minutes already 😄

polar hawk
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if you are painting on a list of files saying 'heres the song' 'heres the track data'

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<_<

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if you put them in a folder 'heres an album'

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again, I've worked on this stuff before :p

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yeah, you're trying to jump the gun

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and add mod support without a game

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so you have a playable track?

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I'mma let someone else argue the semantics of mods and external data

cursive dirge
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I dunno if it's actually that bad idea to factor it in as early as possible, altho you should have working prototype before you go there

polar hawk
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you definitely need some sort of data format prior to generating data

cursive dirge
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I mean, for these types of games, being able to load your own content can be quite basic requirement

polar hawk
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to which I'd say if you have a uobject or udataasset or some form of unreal concept of data definition

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you could just run the json serializer on it

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and be done

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like, thats all you need to do

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json serialize and deserialize

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but its completely pointless if you don't even have a data format

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I feel like you're definitely setting yourself up for a world of pain

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but unless you use some sort of plugin that gives you access to file system api stuff

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you're gonna need to call some functions in FPaths and the like

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then consult the manual for vp because once you start using vp you're now in a world of non-standard

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and when you are in a non-standard world almost nobody can help you

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yeah, that makes sense

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I feel like you're definitely setting yourself up for a world of pain

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but hey if you got far enough using the plugin to read external files already

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im sure you can somehow recursively scan a directory

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if there are functions for reading files there should be functions for iterating directories

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unreal is not set up for you to easily use external data

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the best advice someone can give you, aside from someone who is doing file management in vp right now, is that if you have functions to read files, you should have functions to iterate directories

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and magic is scary

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yeah, call whatever functions to iterate directories

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that'll let you iterate directories :p

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if there are no functions to iterate directories

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then find a different plugin I guess

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yes

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i'd iterate the directories in that folder

polar hawk
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and I'd do it in C++ because UE4 does not support external file access in blueprints by default

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so unless your plugin can do it

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you can't do it

pastel glen
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^

polar hawk
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what

pastel glen
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C++ is the only practical option for doing file system stuff

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As it needs to be platform agnostic etc

polar hawk
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if you're dead set on using unreal, you should try to not use external file access unless you're ready for C++

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well then, start codin

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then you're not ready :p

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re-read that you can not do file system access in unreal without c++ or a plugin

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there is no wiggle room

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its not a matter of opinion

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there is no workaround

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i did

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no, i fucking clicked it

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i don't care that you can't use a computer without C++

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that doesn't change the fact of what unreal can do

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If you are using unreal, and you want file system access, you either need to write C++ or to use a plugin

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this doesn't change based on your situation

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so either your vp plugin supports iterating directories, in which case do that

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or it doesn't, and you either need to find another plugin or write C++

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those are all the options available to you, unless you change engines

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Unity does C#

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a rhythm game is far far easier to make in Unity

novel coral
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😂

polar viper
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Two questions

  1. i want to know if can import and use multi-sub-materials from max into ue4. if yes, how?

  2. i want to know if i can import and use id's from max into ue4. the idea behind it is to assign textures to the different id's

kindred viper
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  1. 3ds will import mult-sub materials as seperate materials so you will have to put them together yourself, unless you use Unreal Studio where it might have some extra functionality to create that setup for you.
  2. see above
polar hawk
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yes?

grim ore
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when does it do this?

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show code?

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which is why i was asking, it doesnt make sense. If you get a copy and make a change to that variable it should not change the original

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reference should yes

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well sometimes UE4 is weird so I wouldn't rule it out lol

polar hawk
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holy fuck that function is terribly named

#

and also ridiculous

#

and makes folders irrelevant

snow sphinx
#

How do you assign a material into a player controller ?

#

i have like a post processing material, i want to attach it to the player

polar hawk
#

im aware

snow sphinx
#

do i use like on component awake - cast to this character - material ?

open eagle
snow sphinx
#

👌

open eagle
#

New splash screen

#

DM me if u want it

#

the new logo text is actually shown quite a bit in recent livestreams\

#

and in some blog posts

pastel glen
#

basically you add it to a post process volume as a blendable

#

Oops wrong link

polar viper
#

@kindred viper

  1. ah okay
    2.?????
kindred viper
#

the 2 means it also doesn't send over the IDs. Although that might be different with Unreal Studio also. Last time I did it, I had to do all that manually.

snow sphinx
#

@autumn crystal will have a go, tq brother

#

@pastel glen tq will have a look

molten path
#

I'm trying to make a blueprint to load me into another level, does anyone know what's wrong here?

#

what would you recommend

#

I'm basically making a box

#

which once I step in, it loads another level

#

oh

#

shit

#

youre right

#

i completely forgot about that

#

LFMAO

#

i feel so stupid

#

thanks a lot

#

literally all I had to do

#

Ok now I do have another problem, cant quite find or edit my hud

#

which means I cant load a level

#

shouldnt the hud be a blueprint class

#

maybe

#

would it still work if i just make a new one

#

meh fingers crossed ill try that out

snow sphinx
#

whats the best way to apply fog of war on a top down game? @autumn crystal

#

so when i have the character's view on top, i will see shadows outside my camera's radius

#

like league of legends

#

yeah haha

molten path
#

It should be working

snow sphinx
#

i want it to be center but also when the camera is not on the player, i should not be able to see vision of the map

molten path
#

how would one do that?

#

alright

#

do you really have 7000+ hours to terraria btw

#

youre the messiah

pulsar badge
#

Any way to flip the texture?

#

up right not side ways...

pastel glen
#

@pulsar badge Is it a geo brush?

pulsar badge
#

I just applied it from Source

#

on UE4

pastel glen
#

if so you can select the face and edit the uvs in the details

pulsar badge
#

and it come sideways

#

Im not using blender

#

I use sketchup

#

its easier

pastel glen
#

double click the texture asset in unreal and you should be able to edit the texture

#

im pretty sure you can mirror/rotate

pulsar badge
#

Where do i find that at?

#

Ue4 crashed realunching it rn

pastel glen
#

select the actor and you can use the little magnifying glass to zoom to it in the content browser

pulsar badge
#

Ill try it in a sec once my computer behaves lol

#

I dont see a actor

molten path
#

ok I DID IT

#

finally

pulsar badge
#

@pastel glen

#

I opened the meterial

molten path
#

packaging is done

#

and this is what happens

#

:C

true leaf
#

ooof . just found out i had a useless WorldCaptureCam capturing a render target every single frame in the background

#

just removed it and my fps doubled

normal burrow
#

Thems the best finds

molten path
#

does anyone know what's wrong with my project?

swift spindle
#

@molten path need the log files

molten path
#

alright in a sec

#

packaging is working though, i just cant seem to launch it

dark rune
#

How do I make a plane vehicle that can take off and land?

normal burrow
#

Landing gear would be necessary

#

Take a look in google for banking

dark rune
#

alright
wasnt there an asian man who made a plane out of scrap or sth

#

srsly is there a tutorial on how to make such a plane in blueprints?

normal burrow
#

“Airplane blueprint ue4”

kindred viper
#

dont forget taxi-ing

normal burrow
#

I’m telling you my search terms

dark rune
#

@normal burrow yes, i know
but there is no landing in this

#

I've done this tutorial over the last 1 hr
is there a way to add landing gear?

normal burrow
#

I added term landing

dark rune
#

alright thanks i will try this @normal burrow

normal burrow
#

It seems light on take off though

polar viper
#

@kindred viper ah okay. I just want to make texturing easier going from max to unreap when there's 100+ models needing textured

kindred viper
#

yeah check out Unreal Studio. That is the daddy of the new age.

polar viper
#

Ooooo. I just dont want to paint textures either unless it's in substance painter

#

Plis if i can take it to obviously ue4 then I'll be really happy

pulsar badge
#

Anyone got a source login I can use? Lol

#

Probably already gonna know the answer lol

kindred viper
#

its free you know?

plush yew
#

your thoughts on using only marketplace assets for a commercial product? In case of myself im a good programmer but suck at 3d and music🤷‍♂️

kindred viper
#

nothing wrong with that at all. Thats why its there

plush yew
#

always have a bad feeling when I think about releasing the game and apart from the story line and mechanics, nothing is from me 🤔

kindred viper
#

you will always get people say things like "ergh they asset flipped" but those same people play AAA games that are asset flips. I mean, check out Ubisoft games. So much reused stuff. Same with Rockstar and EA. Asset flipping is a good thing unless it's done with no care for the gameplay.

plush yew
#

thanks for your opinion 👍its good to hear a different opinion than mine, once in a while 👍

#

😁

thin tendon
#

Anyone else here using quixel? I'm having a weird issue when I use bridge to import a mesh. It creates 2. 1 for LOD 0 and another one thats empty and can't load or delete

night atlas
#

Hey guys! I'm having a problem with my level where all the meshes in a sublevel have lost their static mesh component and their transform info (all where set to 0,0,0) I was wondering if that ever happened to anyone here and how you solved if you did ?

kindred viper
#

Only if the asset was deleted. It might not be the reason in this case, but I hope you have source control

night atlas
#

I only recently learned about source control and never really tried using for unreal, but I still have all the assets

#

they just seam to have been "reset"

night atlas
#

Update: I've luckily had a previous backup that i used to copy the level over, no actual fixes though

velvet root
#

Why can't I apply a material instance to a brush?

#

I can drag a regular flat texture onto it fine

#

It just won't display a material instance. Which is a problem when i'm tying to get megascan textures.

tawdry lily
#

@velvet root Materials, material instance and texture are not the same

honest vale
#

materials and material instances are pretty much the same tho

velvet root
#

Well when I import a megascan texture from quixel bridge I can drag the instance onto static meshes no problem.

#

Not sure why it wont apply to a brush

cloud cobalt
#
  • Materials are compiled programs that run on the GPU
  • Textures are 2D images
  • Material instances are pointers to a material, and parameters for that material
tawdry lily
#

@honest vale true, I tried to say that textures aren't the same as the other two

honest vale
#

yes

cloud cobalt
#

Also @velvet root - brushes aren't really used. They exist for legacy purposes, for quick prototypes where you don't want to use normal static meshes, etc

#

Best to just steer clear from them

velvet root
#

Oh

#

I'm used to source engine where everything is built from brushes.

cloud cobalt
#

Haven't used Source in a decade but yeah, you wouldn't use brushes at all in UE4

honest vale
#

brushes are nice for huge planar surfaces tho

#

instead of using 100 modular wall pieces to construct one wall, use a brush

#

for example

cloud cobalt
#

Or juste one planar mesh

#

That will incidentally be faster to render

velvet root
#

How would I do this but not using brushes?

cloud cobalt
#

By using meshes instead

velvet root
#

But do they work in the same way?

#

Can I change vertices etc?

honest vale
#

you use a dedicated 3d modeling application for that

velvet root
#

Oh

honest vale
#

and reimport it into editor

#

it's a fairly quick process, I think there are tools that automatically reimport too? 🤔

cloud cobalt
#

UE4 does if you activate it

honest vale
#

oh, wasn't aware there was an option for that 😄

cloud cobalt
#

Yeah it's called "monitor content directories" or something

#

I think it's a bit too much personally

plush yew
#

i merged the little meshes into 1 big mesh, the big mesh is soooooo dark, does it takes time to adjust or did i do something wrong to make it like this ? also i dont know what sort box i have to put into it to make everything more lighty without using to much lightmeshes

cloud cobalt
#

You need to rebuild lighting

plush yew
#

thanks !

fervent sigil
#

Kind of a math question but I couldn't find a better channel:
Considering all points P that have length <= R and their angle to V (e.g. (0, 0, 1)) is <= A degrees, does that resemble any shape? Is there some tool I can plot all the points while playing with R and A (and possibly V too) ?

cloud cobalt
#

Looks like a sphere minus a cone of normal V and angle A, both of radius R, I guess ?

fervent sigil
#

why minus though? I think cone can match it when A is <= 90 degrees, but not really sure

cloud cobalt
#

Well, all points P with length <= R is a sphere of radius R

#

"and" means you're subtracting something from it ("or" would be adding)

#

But you're right

fervent sigil
#

yeah I got all that

cloud cobalt
#

It's actually the intersection of a cone and a sphere

fervent sigil
#

perhaps an "inverse" cone though?

#

mm isn't an intersection of cone and a sphere is just a cone?

cloud cobalt
#

Nope

#

It's a cone with a round back face instead of flat

#

Cone with spherical back really

fervent sigil
#

ok just tested in Blender, intersection of sphere with cone is just the cone.
I didn't really understand what you mean by "round back face" / "spherical back" though?

#

like 2 cones in opposite direction stiched to each other?

cloud cobalt
#

It's not just a cone.

#

A cone defined by only an angle is infinitely large

#

You did say there was a radius here, so you have a spherical feature

#

If the angle is 90°, your surface is a half sphere

#

If the angle is 1%, you have a very cone-like volume instead

zinc chasm
#

how do i get permission to post in "looking for talent"?

cloud cobalt
#

Read the pinned post

fervent sigil
#

@cloud cobalt Would you say it's something like this:

#

?

cloud cobalt
#

Not really, but honestly my advice would be to try in 2D on paper

#

It will be a sphere and a triangle instead

fervent sigil
#

I think you mean circle and triangle. But I don't think that's gonna help; thanks so far though!

cloud cobalt
#

The blue part here is the 2D shape

#

In 3D, it will be a cone, with a spherical top face.

fervent sigil
#

that's pretty much what I tried to do in my shape. I'm not sure how to make it though, since I need to "take out" from all axes on the hemisphere

lofty summit
#

An error occurred while trying to generate project files.

Running C:/Program Files/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Sofia/Documents/Unreal Projects/MyProject2/MyProject2.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Visual Studio 2017 requires the Universal CRT to be installed.

anyone have help?

cloud cobalt
#

Instalkl the Universal CRT in VS Installer

lofty summit
#

found it, for those wondering its under modify

red crane
#

Is it possible to create a widget under another widget

#

so if the widget on top is open you cant see the lower one

rancid lynx
#

how do i make a "Choose random node" line ? without manually making a "random float from range 0-100" "if if if" shit ?

#

is there a simple "random node " a b c d" function ?

abstract relic
abstract relic
#

I personally would do random int and switch on int 🤷‍♀️

rancid lynx
#

and switch on int. ty. ill check that. int sounds nice and miniscule.

versed radish
#

Hi! I'm deconstructing a specific process to learn how to make an item box like in Resident Evil. Long story short: looking at the screenshot, can someone please give me a hint on how to instance that "SET node" with that "Chest Range Good" thing that appears to be checked/uncheked? I can't reproduce it and I'm running out of ideas at this point. I'll appreciate any help. Thanks!

abstract relic
#

Click the + next to the variable submenu in your character bp, make sure it’s Boolean, name it whatever you want, profit

tame delta
#

If I need to move an actor without moving what's attached to it, is there any way to do it?

#

Without like, reparenting it, moving it and reparenting it again

#

(Specifically by changing the location/rotation numerically)

dire coral
#

i know this inst unreal engine but i have a bit of a problem when i try to download a file it get to 10mb and the download rate just stays at 0mbps when im conneced over etherent but when i go on wifi its all fine

versed radish
#

@abstract relic That was it! Thanks a lot, you have helped me so much 👌

radiant haven
#

can someone help me fixing repeating textures

#

in a specific waay

cloud cobalt
#

If you explain what the issue is

abstract relic
#

Only if explained in a specific way

radiant haven
#

well i try to set the texcoords in a specific way after some camera disctance using PixelDepth

#

and well it doesnt work

#

for this I use a Material Function

#

Hullo?

cloud cobalt
#

Waiting for a problem to be explained

radiant haven
#

the problem is that the texture doesnt change

#

thats my problem...

grave nebula
#

Does it have to ?

cloud cobalt
#

Mostly I think you're doing weird thing with your lerp nodes here

#

Your last two texture samples + lerp nodes will only make the texture slightly brighter

#

The first one could look okay, but you don't clamp

#

So everything farther away than 2000 will look weird

#

And you probably want to lerp on texture coordinates, not after sampling

radiant haven
#

ok so ill remove the lerps i guess

pulsar badge
#

Is there any good software that i can littaly paint on a wall without needing to do uvmapping?

radiant haven
#

photoshop

pulsar badge
#

I want to bring my model into a program and paint

#

oh

cloud cobalt
#

You always need to unwrap

radiant haven
#

stranger well i treid it without lerp
doesnt change anything
i tried it with lerp 20000

and well as u see in the picture

pastel glen
#

Im pretty sure blender has texture painting as well

#

You still need proper uvs for your mesh tho

cloud cobalt
#

@radiant haven First step should be to do a function that returns 1 (not more) when far, and 0 (not less) when close

#

Then you can lerp between two textures

tame delta
#

@pulsar badge Well you don't actually need to do UV unwrapping, you can always just shade your wall with the texture manually depending on coordinates if that really is an issue. Something like triplanar mapping is pretty common

cloud cobalt
#

If you hate performance.

serene birch
#

it works for Godot /s

tame delta
#

It's not that bad on performance 🤷‍♂️

#

Say if he had a procedural wall for graffiti, taking your XZ coordinates for texture coordinates would cost you a lerp or two per fragment

serene birch
#

as opposed to 3 texture lookups?

tame delta
#

3 texture lookups per fragment on average is a very bad triplanar projection implementation

radiant haven
#

@cloud cobalt for this i use a clamp

serene birch
#

I'm not sure how you avoid those really and if it's really triplanar mapping without them 😛

#

don't you also need to lerp the results anyway?

radiant haven
#

what?

harsh tiger
cloud cobalt
#

Incredibly badly

harsh tiger
#

for over a grand as well 😮

cloud cobalt
#

I mean, it's a Mac, it has a terrible GPU, that comes with the brand

#

Expect badly outdated drivers too

gaunt lagoon
#

Hello server pals
dunno if this is the place to ask but
anyone know if it's possible to bake out spline placed meshes into static meshes?

harsh tiger
#

i want a mac for ios dev

thick herald
#

@gaunt lagoon yes.

gaunt lagoon
#

@thick herald Any reference I could look at or tutorials to watch?
I'd really appreciate any help!

cloud cobalt
#

@harsh tiger I'm just saying you shouldn't expect the UE4 editor to run particulary well

#

If you're doing 2D iOS games, UE4 isn't even a great engine

thick herald
#

@gaunt lagoon off the top of my head - select the spline based mesh and right click. (not sure if you need editor scripting enabled) but somewhere in there, there is the option to turn it into a SM.

gaunt lagoon
#

@thick herald ok! thank you! will get my coworker to try that tomorrow.

radiant haven
#

@cloud cobalt could you help me well i havent got an answer from you (specific

cloud cobalt
#

I gave you some pointers, I won't do the entire material for you

#

Please ask questions and if I have time I will answer

#

The simpler the question, the more likely I answer

radiant haven
#

ok I am sorry but I am not that extended to tell myself ok i know what he means and i know whats the problem and i even tried it

pulsar badge
#

@tame delta what do you mean?

#

I just now saw that quixel is free now I’m trying to figure out how to add the displacement to Unreal so it doesn’t look so flat looks good in Quixel Mixer

plush yew
#

Can someone help me? None of my textures are present in standalone game window

#

But they are in engine

wet robin
#

Hey guys is epic games free? cause it constantly takes money off of my card like today it took off £6 and last week it took of £12 like what the fuck?!?!

#

It says its pre-approved but I never approved to this

cloud cobalt
#

This isn't an Epic support channel

#

It's an Unreal Engine developper channel

wet robin
#

I know but I'm just asking other people if they know someting

frosty bloom
safe rose
harsh tiger
#

😂

somber quail
#

@pulsar badge one thing people often miss out is that the mesh you are applying the tessellation to needs consistent and sufficient density to work as expected - it won't really work well on a 2-tri plane

pulsar badge
#

How do i do it ?

#

I use sketchup to model its just so much easier for me

somber quail
#

I would recommend against using sketchup

#

better to learn Blender (or 3ds Max if you have access)

cloud cobalt
#

What does your computer say exactly ?

tall pendant
#

same thing as yesterday?

pulsar badge
#

@somber quail I just make base model in sketchup then i bring the model into blender maybe to do rendering or what ever i need to do maybe?

cloud cobalt
#

@autumn crystal This is to run your packaged game right ?

somber quail
#

@pulsar badge so the default 1m plane would need subdivided in such a way that there is a grid of vertices for the tessellation to subdivide - they need to be as equi-distant as possible to ensure even tesselation and displacement. Say 1 vertex every 10cm

cloud cobalt
#

Install this @autumn crystal

#

Then you can't run your game

umbral pagoda
#

How to disable all AA? Or only in editor settings?

cloud cobalt
#

@umbral pagoda Project settings

pulsar badge
#

Oh ok

umbral pagoda
#

@cloud cobalt no more else?

pulsar badge
#

Can i bring in a model and subdivide it all at once or does it need to be each plane? @somber quail

cloud cobalt
#

@umbral pagoda Project settings, rendering, AA method, or something

plush yew
#

So I have a struct which has an array member and when I remove an item from the array it doesnt change

#

I recall having an issue like that before but forgot how to solve it

#

length stays the same

somber quail
#

@pulsar badge uh it really depends what the asset and material is

unique kraken
#

anyone can tell me where i can change the viewport controlls

safe rose
#

@plush yew go to #blueprint , but also, clean up that spaghetti real quick before posting it again, it'll make it easier for people to help debug

#

why are you still talking about DirectX?

#

😉

#

Anyway, AFAIK, it's only a command line thing

pulsar badge
#

😭

safe rose
#

-dx12 for example

#

-d3d10 for DirectX 10

#

Google works wonders

normal burrow
#

only possibility 7000+ is you take the stuff the runtime installer installs and put it in the bin folder. I don't have the time to look up if its in the realm of reality or not.

safe rose
#

you can probably google the rest

#

what did I say?>

#

No

#

I meant, what did I say before

#

"AFAIK" & "Commandline"

#

Seeing how Steam also redistributes old files as well

#

Assuming this is just the way it is

#

and will be

plush yew
#

hi dear Devers, i dont have photoshop bud i have a free edition that is like photoshop, im searhcing to make a texture made with photoshop alike thingy, i need a texture
128 X 128 big (smal) and 16 different colors like this, can anyone make that very fast for me please? then i can adjust it with the eZ program and have more texture in my character

#

hmmm bitmap script ?

#

euuhhh xD

#

how 😄

#

ooh that would be very kind of you 😮

grim ore
#

you can do the same thing in MS Paint

plush yew
#

hmmm i am willing to wait for that 😄 , bud if u can i can do that to

grim ore
#

yep yep

#

make the impage properties 128x128

#

then zoom in, use the square tool with the fill and outline the same color and start drawing boxes

#

its like literally 2 minutes per image

#

less if you are quick with a mouse

sweet relic
#

or do 16x16 one pixel per color and then scale to 128x128

grim ore
#

oooh lets see how that works

#

wait 4x4...

plush yew
#

i made a file of 32x32 then i can copy past it and ive got the result xD

#

nono xD , the character mesh is only 16 colors

#

still, thank you for your response

#

im thinking what will happen to my mesh if u make little Art into it xD \

grim ore
zinc cloak
#

Anyone know how to implement Steam Microtranscations in ue4? Any video tutorial or Article would be appreciated

#

@grim ore Expecting answer from you

grim ore
#

if I monetized any of my stuff I would be more than happy to help 😦

zinc cloak
#

@grim ore how to implement Steam Microtranscations buy in ue4 c++, please suggest something

#

@grim ore I believe you can help me

grim ore
#

it looks like they are all HTTP REST calls so you can do it using something like VAREST plugin in UE4 and your own server somewhere else to handle the transaction itself. there is extensive documentation on the website

#

actually I guess it depends on if you are using steamworks in game or not and if it's in game purchases or using the steam overlay like on PC

#

but anyways you can do it without C++ based on what I can see

polar hawk
#

@grim ore help me too

#

I don't know with what

#

but I know I need help

zinc cloak
#

@grim ore Thanks! any video tutorial please

raven nest
#

how do you reset the dang camera in the main viewport?

polar hawk
#

reset?

normal burrow
#

what can i do matheww, answers please

grim ore
#

@zinc cloak I have not seen any videos 😦

normal burrow
#

keyboardwillie i know what you mean

#

your talking about when you F8 with an upside down camera?

raven nest
#

it happens in the blueprint editor and you can reset the camera there

#

first option there in the viewport, upper right corner, reset camera.. no such option in the main viewport

normal burrow
#

yea

#

It frustrates me too, with F8 on upside down camera in PIE perspective mode is forever messed up until you re-enter PIE and put the camera upright.

#

I don't know the fix though, so am behind your question and would also like help

raven nest
#

i put another actor, set it to 0,0,0, then it will focus there

#

but it was in some sort of broken state, no actor in the scene would properly center focus until I modified the scene

normal burrow
#

hm, yea idk focus doesn't reorient the camera for me which is the problem. its like a rotator on an upside down quat kinda

raven nest
#

the grid got turned on somehow too

#

gimbal lock is stupid

normal burrow
#

i'm just confused because obviously theres a reason F8 works like this right? lol

#

it just is so painful

umbral pagoda
#

How to reset all settings like (r.DynamicResolution.MinTimeBudget) to engine default

#

?

normal burrow
#

have no idea how to reset the orientation of the camera beyond re-entering pie

raven nest
#

exit using ESC

#

i dunno

normal burrow
#

i did

#

in the video

raven nest
#

dolphin is looking nice

normal burrow
#

thanks, props to HighTide on that

raven nest
#

I mean the whole scene

#

but yeah nice model

normal burrow
#

also props to HighTide lol

raven nest
#

cool

normal burrow
#

but yea no idea on the camera thing

raven nest
#

i get problems where it refuses to zoom in

grave nebula
#

y u no see stream?

normal burrow
#

is there a stream on camera/viewport controls death?

grave nebula
#

It is ok if I lie and say yes ?

normal burrow
#

haha

#

i wonder if i work on the only game that has roll on the camera or something because it seems like something more would complain about

grave nebula
#

Ignore the complaints. People just forgot what a nice camera roll is.

normal burrow
#

haha well, its an issue trying to navigate viewport when you eject like that

#

it holds that orientation forever, pretty sure it just pulls rotator from quat on eject and never clears roll

sweet relic
#

you can prob create a dummy cam with default transforms, pilot and eject to reset the orentation

grave nebula
#

Detect when it happens, and rewards player with achievement, called something like Australia mode.

sweet relic
#

or any actor for that matter

normal burrow
#

what i do now i just re enter pie and reorient then eject again urist999.

#

but its painful

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guess its time to write a ui extender

sweet relic
#

im betting there is a way to reset it

normal burrow
#

this is what i'm looking for yea haha

sweet relic
#

one of those "it is so obvious when you finally find it" things

normal burrow
#

ikr? i've looked though

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and with willie having a similar issue, makes me think its not so obvious or possibly existent lol

#

focus does fix the location part of the camera but doesn't do jack for roll

abstract relic
#

My bashed in keyboard agrees with pat

normal burrow
#

i'm tired of saying, yea idk how to deal with this lol

ruby cairn
#

hey guys anyone able to help me out, im trying to build the light on my scene but everytime i try build it UE4 crash so im not seeing nay error messages etc its just freezing up and eventually becomes unresponsive

normal burrow
#

basically what you said urist999

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logs are in ProjectFolder/Saved/Logs @ruby cairn

sweet relic
#

man the new 4.24 terrain tools are great

grave nebula
#

Is it editor only issue ? I mean there should be an editor event for possesing / ejecting. Could use those to record cam orientation before ejecting ?

normal burrow
#

Yea its only ejecting death, i'm moving the mouse left and right, up and down there. the roll component just doesn't clear. Shouldn't be an issue outside of editor

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So i guess i could make a ui extension to reset camera or something. Didn't think i'd have to though

abstract relic
#

Sell your Fix Everything button on the marketplace and you’ll be a rich man

normal burrow
#

Reset viewport button plugin: $100.00

pulsar badge
#

What is it if i bring over my texture from megascans to UE4 using bridge when i apply it to a wall or any object, it doesnt texture it. All i see is black and white tiles?

royal cobalt
#

does anyone else's engine crash with RTX enabled when they use shader complexity viewmode?

#

I get a 100% crash

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Assertion failed: PSO [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12PipelineState.cpp] [Line: 672]

normal burrow
#

i've ran shader complexity with rtx enabled on .22 builds kem

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what version are you on

plucky cosmos
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Live now!

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about landscape tools in 4.24 o/

sweet relic
#

also do you have a RTX capable gpu

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and are on win10 w dx12?

pulsar badge
#

about to scream

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lol

swift spindle
#

@royal cobalt same error here

royal cobalt
#

@normal burrow 4.23.1

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I have RTX 2070 Super

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@pastel glen yes win 10 dx12

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I've disabled RTX for now because, well, can't debug lol

cloud cobalt
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Maybe it's just bugged. DXR isn't exactly production ready

royal cobalt
#

Yeah probably :/ figured I'd drop it here see if anyone had the same problem

tame bluff
pulsar badge
#

Omg i need help so bad im so stuck

normal burrow
#

kem yea idk, it didn't crash on me using those shaders but unsure if i tried on 4.23.0 and I certainly haven't tried on 4.23.1

swift spindle
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have you tried turning it off and on again ?

frozen pond
#

hi guys, its me mario

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two questions: first if i break for each loop it just stop and do nothing more or stop and go to completed ?

sweet relic
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it goes to completed

ruby cairn
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so i cant build light while using dual monitors, i have to turn off 1 of my monitors every time i want to build the light 😭 😭 does anyone know why?

frozen pond
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@ruby cairn turn off antyvirus

ruby cairn
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@frozen pond what does that have to do with it ? 😮

frozen pond
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in my case lightning wont build with AVG on so try it

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give it a try

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QUESTION 2

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i want to spawn something inside (in my case collision box but not sure)

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how i can get random location in bound ?

ruby cairn
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tried it and it crashed instantly 😦 maybe my sh**ty graphics card cant handle it?

swift spindle
#

@ruby cairn you are likely at the max ram your video card can handle.. and by default it will use system memory to top itself up... baking lightmaps use's a lot of ram on top of your existing unreal usage... it's kinda "last straw that broke the camels back" kinda thing

ruby cairn
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hmm im using a 1080, so the ram on that is like what 4gb? guess i just need to keep turning off a monitor when i want to build lighting lol

grim ore
#

lightmass uses CPU and system memory, it does not use the GPU

river nimbus
#

I've messed up the tutorial I'm working on...I meant to do a 3rd person controller, but I've got more of a 'flying camera'. Can I change it or do I need to start over?

ruby cairn
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well then i dunno what causing the crashes the only thing i have running is ue4, and all i have in my scene is a mountain landscape lol

grim ore
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@river nimbus I don't know why you cant do both. Find where you made the mistake and change it or start over with a new attempt

river nimbus
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I made the mistake when choosing the template.

grim ore
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@ruby cairn see what your cpu/memory is doing with the task manager. it would be weird if having 2 monitors running would cause it to not work.

#

@river nimbus if you need assets you can click the green add button at the top left of content browser, go to add feature or content at the top, and add in the third person feature pack. You would need to swap in some things like the game mode to use the third person one but the content from the third person template would be imported

river nimbus
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ok, thanks, that helped. I've got the assets. Now I need to figure out how to wire it up.

winged crypt
#

Any of you guys using the skel mesh LOD/reduction tool yet?

ruby cairn
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@grim ore i tried it while having task manager open and it was showing my memory, cpu & gpu usage being at 2-3% each. this is the latest crash log, i cant figure out whats happening xD

warped marlin
#

does anyone know if you can take out the armor with blender to the paragon characters?

ruby cairn
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im imagine you can, providing they are a separate layer in the fbx file, just have to give it a go ? 🙂

whole turtle
#

Hey everyone! Has anyone here had problems with huge collision meshes that can't be scaled down further when trying to setup a Physics assets for an imported Skeletal mesh? I can't seem to be able to set this up correctly any suggestions?

frozen pond
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how can i get top point of my actor ?

kindred viper
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Origin - BoxExtent/2 or something

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the origin is the vector in the centre of the object. The box extent is the is the length of each dimension as vectors. So you can take one member of the BoxExtent property to define your height point and compere it to the origin. If that makes sense.

normal burrow
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extents are already halved

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so it should just be Origin + Vector(0,0,Box Extent.Z)

kindred viper
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fair enough. havent used it in time 🙂

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3 years in fact 😮

normal burrow
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dunno if thats a actual thing tbf lol

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they use the word extent like its radius of diameter

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but they do it consistently at least

wary wave
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bounds extent is an axis-aligned box

true leaf
#

soooo when are we going to have folders for functions in blueprints

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any day now right

abstract relic
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isn't there one already?

true leaf
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yeah.. only 1

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lmao

worldly swift
#

Hello, I'm struggling to wrap my head around destructibles so I'm here to seek some advice... I have managed to setup a my player destructible pawn class, its an asteroid with physics enabled and its reacting to collisions with other asteroids. So far so good..

I can fly it like a space ship and everything works until it gets fractured, in fact when there's enough impact damage to fracture the mesh the pawn "looses" the asteroid, what I mean is that the reference to the asteroid seems to break and I cannot fly it anymore, while it just flies away in pieces, why is that? How can I keep it attached to the class?

The desired behaviour is like: I'm driving a car/plane, I hit something and part of my vehicle breaks apart but I still can drive it.

#

Maybe I'm doing the wrong thing? If so how can I make the player character destructible and keep control on it?
I've seen people talking about pre-made fractures in blender or houdini
But I wonder why you should fracture things outside the editor if there's a plugin for it 🤔
If anyone has some hint to point me in right direction, send me a DM, I would be really grateful! 🙏

swift spindle
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try validating it first

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"isValid"

lofty summit
#

I want to make a a 3d laser-tag game.

One where everyone has wallhacks. Very fast movement that makes it difficult to slow down (very slow, slow, fast, very fast). Realistic jumping and climbing. A hud across the bottom of the screen that shows everything behind you. Everyone would be put on the same sensitivity and dpi. Lasers have a .5 second cooldown the button cant be held down and the game only registers trigger input every .1 seconds. The ability to angle corners by standing at an angle and individual hand control (you can get tagged on your hand). 1v1 objective based game-mode first (atk and defend back and forth 1st person to be above the other person by 2 rounds wins. Each player comes equipped with one mirror that they can throw it breaks after one use and the mirror works both ways and is very very fast moving.

completely symmetrical maps -
A map that has aquariums of friendly sharks and fish with sunglasses
A map out in windy long grassed fields, and a few bare spots that host a bunch of jumping moles with sunglasses. The grass and moles would block the lasers.
And finally a map on an obstacle coursed boat. The sway of the boat affects the aim. Lemme explain. Pretend a flat ocean surface is completing 180 degrees. Looking straight up is 90 degrees. Now imagine all that the 180 degrees stays the same when a boat is wobbling all over the place. aka if the boat flat ocean line was 20 degrees under water when you move your mouse up you're crosshair would go in the 70 degree direction.
😃 ok can someone teach me how to code these things into my game? 😃

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dont even get me started on my rts game ideas. spoiler no limit on cardboard army size. yes your fighty people would be made out of cardboard. And I'd want the games to be able to last a few hours. It would also be quite action oriented, so lots of micro involved too.

swift spindle
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@autumn crystal just for a test.. put a delay of like 1 second in

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and a break

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see where it dies

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after the open level

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oops

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I missread it

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zzz

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let me put this on a proper screen haha

#

I'll assume you know how to use breaks and debugging ya ?

#

is it dieing at the get actor or wave ?

jolly cairn
#

Hi

swift spindle
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send me crash log ?

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lol....

#

you might have an unsafe thread function somewhere

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🙂

sweet relic
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The "Sweep" boolean will stop the teleport short if there is a collision

#

it is possible you are colliding with the level geo and that is stopping your setactorlocation at the collision point

jolly cairn
#

off sweap and apply just teleport for test?

sweet relic
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cant hurt

plush yew
#

i'm getting a "Project file is out of date. Would you like to update it?" message on bottom right where build lighting/compiling would be. anyone know what's up with that? i dont like blindly clicking something like that. not seeing anything on google about it

polar hawk
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lmao I work with a Leo and I'm totally gonna steal the name @plush yew

plush yew
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icry

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i mean ok im flattered

sweet relic
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@plush yew It means that the projects .uproject file is out of date (most likely because plugins have changed). It should be safe to press the update button (I have never had it break anything myself)

short plaza
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@plush yew never had trouble with that either. Can make a backup and compare it after wards.

jolly cairn
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Why z value are apply only when i change Y value or Z value is fighter then ~45? Solution max step height can prevent transfer Z value collision is nothing about. Also when psychic will be apply z value can be changed.

abstract relic
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Run that by one more time

jolly cairn
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@autumn crystal I do not give you answer But game instant can be good place for global value?

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User Interface?

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I get sory

meager dove
#

Is no one else doing Advent of Code in ue4?

plush yew
#

is there a way to make the third person character model first person and remove the actual character model but keep the shadow

#

I'm trying to do a barebones kind of game

#

with no character model

#

but I want at least an element of realism by including a shadow

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any ideas?

#

I know this is an oddly specific question

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that's why I couldn't find any results on my own

warped tangle
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There is an owner no see flag

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and I believe an option for an invisible shadow or something, whcih should allow it to cast a shadow?

#

I don't have my editor open right now

plush yew
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would the owner no see flag still keep the shadow?

warped tangle
#

one way to find out

plush yew
#

opening my project now

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spaghety is your project singleplayer or do you keep the mesh visible to replication j/w

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my project is singleplayer

#

ah how do you handle hiding your character

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linked to your camera distance or..?

#

I'm trying to figure out how to hide my character

#

oh i thought you were already doing that, but shadow disappeared too so you need a new way

#

ill look too

warped tangle
#

either owner no see or hidden in game will hide it. There should be an option somewhere in there to allow it to still cast a shadow IIRC

#

just tested, hidden and game and hidden shadow == true will do what you want

plush yew
#

I guess I could make the game without a shadow, I just wanted to see if there was an option to keep it

warped tangle
#

Just told you there is a way lol

plush yew
#

spahety do you switch from 3p/1p with multiple cameras or 1 camera

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n yeah leave hidden shadow unchecked and 'rendering hidden in game' checked or unchecked when you go between modes. that's seen by selected your mesh in character BP @plush yew

polar viper
#

i'm getting these two errors when i import my model

jolly cairn
#

Hi Unreal have 2d vector with x + z value intend of x + y?

grim ore
#

probably not as unreal is Z up if you are using an items natural transform

molten path
#

@polar viper those are warnings, not errors

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they might cause some problems

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when packaging for example

jolly cairn
#

I watch your youtube channel @grim ore

grim ore
#

I watch it as well 🙂

molten path
#

o

kindred viper
#

@jolly cairn a vector is just a struct so you can make your own.

molten path
abstract relic
#

You have nonquad polys and polys with extreme angles

jolly cairn
#

Use 3d vector or change y to z what will be better? What its your preference?

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@kindred viper This is good idea!

abstract relic
#

they're arbitrary. pick two axis and stick with it

polar viper
#

@molten path i know but i can't test the environment. When i click play the character just vanishes

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All the collisions are complex

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I just need to know what they are so i can fix them

jolly cairn
#

I have question more base of experience. What you do in this situation if engine not provide that how you want.

#

I need to update character position i chose solution by transform. Also i fell that is not so good solution.

#

The problem is with updated z value is Hight when you have character movement component.

#

You have something like max step height.

#

What is minimum value you can change z value Movement component prevent changing this value.

#

Lets say i update that by tick so that change will be minimum. So i have to option. or three I need to prevent my analize graph position math.

#

to pushing to small values. Or just in this moment use custom movement from character component

#

What will be better in your opinion use custom component in strange whey Or fight with not compatibility transform and movement component.

normal burrow
#

you do not want it to handle stairs?

jolly cairn
#

Man i am not notmal I know how to ignoreted this problem i can change from waking to flying or jamping

normal burrow
#

how big is your character's capsule?

jolly cairn
#

Is nothing with capsule

#

Small

#

50

#

But still think use character movment to do some reaction instad of fight with transform can be more WORK

normal burrow
#

ah you want different step heights for the different modes?

jolly cairn
#

No i want change z hight

#

i vector

#

you can not change z vector on smaller value then max step hight

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When psyhic is off.

#

physics

#

Minimum change of z value is affected i try with difrent configuration i think is prevented for detection and allowed to stack your character in ground.

normal burrow
#

it is for stair steps

jolly cairn
#

So i wander is no better if i want move character by old stile by transform lik splash or kick just not move by character movment

#

yes but say you want to pish your acctor out of enemy for this old stile game

#

And now i need change z value by transform i need to select z value to be higher then max max steps height because he not moved from ground.

#

So i wander just not use something from character movement to simulate this small push up

#

This is question what you do in this type of situation

#

I can also set movement mode to Flying and maybe its work but its alredy going wird.

normal burrow
#

yea, they can't be pushed and they can't push. you use character movement component to accomplish walking in a direction. when you tell the character movement component to move forward but there is a ramp, it will move up the ram automatically. set transform will not do this.

character movement component wont move anything but itself, and it cannot be moved by other character movement components.

#

so you use the character movement component to direct the pawn. and if it needs to be moved outside of that, like if an enemy pushes the player, set transform should be used for that.

#

if theres a ladder, you can do what half life does. half life puts swimming volumes where ladders are, which you could do with flying mode

jolly cairn
#

You can not push pawn by transform in z value so easy.

normal burrow
#

because falling?

jolly cairn
#

No beacuses is waking

normal burrow
#

max height step brings you to the ground?