#ue4-general

1 messages Ā· Page 592 of 1

jolly cairn
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yep

normal burrow
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ah i understand now

jolly cairn
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So i think mayby is better to use movment component as a push?

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for character with movment component

normal burrow
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perhaps if you set mode to falling when you set transform?

jolly cairn
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No its absolutly movment component

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without simulation of psyhic

normal burrow
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yep

jolly cairn
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physic

normal burrow
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if you tell the movement component it is falling it might not to the agressive check for the floor

jolly cairn
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But he stop falling on beginning?

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i need stop uptaded walking for 0.1 sec

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or something

normal burrow
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it depends on when you set transform if it is before character movement component or after

jolly cairn
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Yes but when he change walking?

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when he is almost on start i need to off that for sam small moment of time.

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some

normal burrow
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are you only using blueprints?

jolly cairn
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For now yes.

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They are function c++ to prevent uptaded character movment for 5 sec?

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if they are its possible to call that in blueprint by create that or its allredy included.

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Or i need to waited everything by myself in c++ ?

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I ask google when i write that question

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i put i can change state manually.

normal burrow
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the character movement component can be extended to work differently in c++ only

jolly cairn
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i go search google sorry but you help me thank you

normal burrow
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but yes you would be able to keep using blueprints

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you just make a new c++ type of UCharacterMovementComponent and a new ACharacter to use your new type instead

jolly cairn
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Generally i think use movement character in this situation is good ideal

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or on physic simulation and forget about problem.

pastel glen
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ya the default movement component is meant to be a generic 1st/3rd person controller that is "good enough" for most folks to pick up and use

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if you need custom functionality you can extend it or write your own

normal burrow
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to a point lol

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you have to copy and paste a lot which feels like cheating

jolly cairn
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Yep so what you will do in my place if you doing something for fun?

normal burrow
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but something like adding a boolean and checking it before running sweeps to avoid z height would be okay

jolly cairn
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So go to visual studio or what ever i have and extend class?

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then export back to blueprint?

normal burrow
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const float restoreZStep = MaxZHeight; if(bResetZOnce)MaxZHeight=0.f; Super::Whatever(); if(bResetZOnce){bResetZOnce=false;MaxZHeight=restorZStep;} (example did not look up anything)

pastel glen
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it depends on what you are trying to do but you can usually find something that works "good enough" even if it feels a bit hacky

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p@t's half life swimming volume ladders is a good example

normal burrow
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good enough for apex legends lol

pastel glen
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until you are able get more advanced and to dive into c++ etc. its best to keep things simple

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and really that is good advice even if you are an advanced programmer šŸ™‚

jolly cairn
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writing own solution can be danger i renember i was using log or something from math in programing in js and js use one type of integer pretty big one so my web browser almost stop.

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that is point

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But also last time when i use blueprint i discover is absolutely brokken when you change values by referenced.

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Change boolen by referenced in function is not repair from 4.14?

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So I use dictinary and also was moved in sam pleced by value on the ended i get two dictnary off states

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what type of animation i want to play in flipbook?

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So....

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So extend movement component of some climbing the ladder

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or Use character movment to simulate kick or on physic simulation?

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What you will use?

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I remember i was using sin and cos function to draw position of something on circle. Never use sin and cos function to do that in JS for animation.

normal burrow
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By ref is strange in blueprints yeah

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If you have a native struct you cannot by ref anything on it

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With break

merry oasis
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Hey everyone, I'm quite new and seem to be missing something rather simple here and was wondering if anyone could offer some help please?
I have a rigged animation that i exported as fbx to ue4.23, I have a the mesh, skeleton and animation all present in ue. The animation plays in the preview, but I cannot figure out how to add it to character(or create animation) blueprint to play the animation while the character is moving?

normal burrow
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Blueprint structs are okay though with break and ref

manic pawn
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blueprint structs are cursed

normal burrow
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Lol but they work with break by ref

manic pawn
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did you know that the by ref works by copying the struct to the stack frame of the function, executing it, and then copying it back

jolly cairn
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When you use dictionary for keep values for game

normal burrow
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I don’t think so zeb

manic pawn
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it does though

normal burrow
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Er wait yeah it could

manic pawn
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it also does that for bp/native transitions

jolly cairn
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Then start to update that dicnary with event its mean use more then one time you get different dictionary

manic pawn
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when you pass a massive struct to a ufunction by const Fblah&

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it copies it

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if you use uparam(ref) Fblah&, it copies it twice

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not even move

jolly cairn
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We thinking how to create cool and fast function then BP is implemented and its end.

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Generally bast by referenced is work

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When you not create a function

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Work in colapse graph cool.

normal burrow
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Zeb, please tell me at least move operators are used

manic pawn
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no

normal burrow
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Please tell me arrays are different

manic pawn
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if you put an array inside your struct then no

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I did not investigate what happens with an array param by itself

jolly cairn
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Blueprint is evil?

manic pawn
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I guess they don't want "actual" references in the vm

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because now it becomes kinda br_big_brain

normal burrow
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Zeb your breaking my illusions of blueprints doing the right thing lol

abstract relic
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This is heartbreaking even

jolly cairn
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Its possible to get what was generated in unreal by blueprint?

manic pawn
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you could be doing cursed things like take a property of an object by ref and then put a delay node

abstract relic
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Now you’re condoning witchcraft??

manic pawn
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if it used actual references you would now explode

normal burrow
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Oof take the training wheels off tho jeeze

dim plover
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It should explode, though.

manic pawn
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no

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bp is not allowed to cause a crash or memory corruption

jolly cairn
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I think only point to use bprint in stable whey is to doing maxsimum primitive think try alweys copy and paste And instand of function do collapse graph

normal burrow
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Give it a chance

dim plover
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Delay shouldn't even be exposed to BPs. There's actually 0 reason for it.

normal burrow
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In the sake of stack memory

manic pawn
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yes you can get what the blueprint compiles to

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type disasmscript classname in the output log

jolly cairn
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Tell me how to create change animation after play animation without delay.

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Also that still will be event and ivent when you do not use delay you get multiple values

manic pawn
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why shouldn't you have a delay node

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it's extremely useful

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same for all of the async nodes

pastel glen
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@merry oasis look at animation blueprints

jolly cairn
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I get the error when i use event so in blueprint event not sholdn't be exposed?

pastel glen
dim plover
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Besides the "actually-useful async nodes", delays could be replaced with timers.

jolly cairn
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I use prymitive 2d sprited

manic pawn
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timers are lame

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they require new functions

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while delay works like an async node

pastel glen
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@merry oasis if you just want the animation to play statically you can set the animation mode in the detail propertys for the mesh

normal burrow
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How positive are you on no move operator zeb?

manic pawn
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100% sure unless it has been changed since I checked the code generated by uht

normal burrow
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Oof

merry oasis
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thanks @pastel glen !

jolly cairn
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I need to delay change of states information how long i jumping rolling or something so they are difrent states

normal burrow
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Imma rewrite UHT

manic pawn
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for calls inside bp, the function it uses to do this is actually called "CopyCompleteValue"

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for native calls uht generates code that does it with copy assignment

jolly cairn
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How to get code what is generated by bluepint he generated that to c++?

dim plover
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File > Developer > Generate Native Code with the Blueprint open.
Oh, you need a source build, I'm pretty sure.

manic pawn
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I wonder if there's some br_big_brain way to safely store a reference

normal burrow
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FKey zeb

manic pawn
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maybe it could be object ptr + field offset? but that's no good, now you can't get refs of array members

normal burrow
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You have void*stackofs[]{&blah,&blah.pufferfish};

manic pawn
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we are currently working on building a vm for an ingame visual script thing that needs to be able to pause & resume execution the next frame, have delay blocks, etc, so you can imagine the nightmares

normal burrow
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Then Stack memory down the call

jolly cairn
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Thank ok any why thank for help i think i use that character movement Then maybe for fun i extend character component and extend class for elegant and check its work. I think is best to make that work then refactor also from some strange reason i can get error on the end.

normal burrow
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Like pass that stack pointer of ref ptr around I mean and have a look up to see where memory ends.

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Phone killing me

manic pawn
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it's actually very interesting to think about how to make a vm from scratch

normal burrow
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I really do want to try rewriting UHT at some point

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Template all that generated stuff

manic pawn
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can a template expand to a switch

normal burrow
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There is no template expansion for switch

manic pawn
normal burrow
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Switch is dumb anyways

manic pawn
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switch is more efficient than function ptr array

normal burrow
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The compiler should be able to ignore difference with a expanded function call

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int dummy[]{((void)someCase<Val>(),0)...};

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So long as someCase is inlined and checks if it’s the case immediately against switch criteria it should be same

abstract relic
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You two nerds are adorable

manic pawn
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I remember when phyronnaz tried this with some voxel function and vs compiled a massive if/else if chain

normal burrow
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If you do it right there’s not overhead there in an if else vs switch

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No more phone code tonight though lol

manic pawn
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no like

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it actually generated that massive chain of branches in the binary

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guess the compiler is not smart enough to reduce if/else chain to a switch in all cases

normal burrow
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It’s about if the order needs reserving zeb

jolly cairn
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if have very stupid question I do not have experience. In game dev you can use physical formulas. But to update some position i think about use math analyze graph its common why to use math graph 2+(-zx^2)? I do not have many friend i can ask. And generally this is my first game...

normal burrow
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Int compare not a big deal but any temp with deconstructor etc

jolly cairn
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Its totally find to use graph to update location of something?

manic pawn
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it will be interesting how much faster than bp this thing is gonna run

normal burrow
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I’ve not dealt with math node whitedragon maybe zeb knows why one would use that?

manic pawn
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no lol

normal burrow
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HighTide?

manic pawn
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I'm not really sure what is actually being asked

neat forge
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If custom event 2 is happening inside of custom event 1 that is replicated, does custom event 2 have to be replicated as well?

manic pawn
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and I don't recognize that formula

normal burrow
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That math expression node

abstract relic
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What?

normal burrow
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The uh math formula node thing

manic pawn
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@neat forge no

neat forge
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Thank you

abstract relic
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I just make pretty things pat. Don’t rope me into gross math 😜

manic pawn
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your first event will execute the second one locally wherever it is running

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why am I even still awake

pastel glen
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pretty things are really just good looking math

abstract relic
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Shh. Lies and slander

normal burrow
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Dunno about this theory of math looking like things

jolly cairn
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They are different function you can use from math SIn Cos. X Y. Or some physic formulas. I'am out what is most common. Also += with var <= can be pretty not stupid + - are very fast for cpu. The problem is. I really can do strange think 2+(-0.10x^2) its absolutely fine for updated position in something arcade?

normal burrow
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None of us know what the math expression node does tbh

manic pawn
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I know what it does br_wow

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it generates blueprint byte code directly

normal burrow
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So no faster?

manic pawn
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it generates more efficient byte code

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the graph you get when you double click it is a lie

abstract relic
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allows you to hide all those terrible mathematic related nodes into one condensed algorithm😜

normal burrow
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Both of you knew lol

manic pawn
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you can call arbitrary static blueprint functions from a math expression as long as you type the name correctly

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that's how it lets you use things like sin, ceil, etc br_galaxy_brain

normal burrow
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Dang had no idea

manic pawn
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it's like a mini text script node

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but you can only write one line that must return a single value

lapis vine
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Man... this is so cool!

manic pawn
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br_big_brainā„¢ļø

dim plover
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That reminds me. There was that plugin someone made where you can enter C++ code into BP nodes. Maybe that'll give you your safe BP references.

manic pawn
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now that's just cursed and shouldn't exist

dim plover
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it might be better

lapis vine
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But why, did somebody wants it gone?

manic pawn
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just write your c++ function where it belongs.. in a c++ file

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why would I want to move code into the binary garbage that is a blueprint file??

lapis vine
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Its so thrilling

normal burrow
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Triggered double question marks

abstract relic
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Now you made him passionate and logically sound.

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Isn’t there already a node that allows you to input cpp? I did it in materials at least

lapis vine
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You write c++ in mats? Gosh!

manic pawn
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the custom node in materials is for hlsl code

normal burrow
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Same thing

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Custom node in mats is cool though

manic pawn
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if it was

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why do we have the bs shader permutations instead of shader templates

lapis vine
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I don't know. Could be conspiracy.

normal burrow
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Zeb your right I need templates in shaders

abstract relic
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Gotcha. It was years ago

manic pawn
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now I'm imagining how cursed shaders would be if pat was allowed to write one with templates

abstract relic
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Question would be though, what would the first thing he make?

manic pawn
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gpu fish sim shader

lapis vine
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Dunno, pat, make your own choice. Thing about the others tho

abstract relic
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Probably sparkles

manic pawn
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now I wonder

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can you make fish swarms with niagara gpu particles

normal burrow
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Lol I was trying to think of something incredible and unheard of but your right it’d be sparkles. Sparkling bubble shader

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Real time RTX tfaa bubble glitter

lapis vine
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Fishes can be added later then.

manic pawn
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bubble fishes

normal burrow
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There is nothing greater

lapis vine
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So sparkling fishes in bubbles?

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Might we start a petition to Epic about it.

normal burrow
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Tbh templating sparkles could work

abstract relic
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Please don’t give him ideas

manic pawn
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why would I not be surprised if std::sparkle exists

normal burrow
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I feel like it’s good they practice some conservation of awesomeness though. It’d turn into boost otherwise

manic pawn
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with boost you would need 10 template arguments just to use the thing

normal burrow
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10 templates or 1 sparkle

pastel glen
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@manic pawn one of the niagara demos does fish swarms

manic pawn
pastel glen
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i think one of the dev days vids

normal burrow
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You could do boids in niagara but not very smart ones

manic pawn
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why not smart

normal burrow
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Don’t believe there is a way for one particle to know of others

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Our fish see each other and flock etc. niagara is further paralleled

pastel glen
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but ya they arent very smaret

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what was the meme about fish ai?

normal burrow
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Yea it’s pretty unsuitable for smart fish. Effect is good though

pastel glen
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lol i think it was like Battlefield or something. They boasted about having advanced fish ai

wary wave
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Call of Duty Ghosts

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Aptly titled because you never actually see another player in multiplayer

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Everyone is too busy camping in corners with claymores and an attack dog

normal burrow
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Sounds fun

pastel glen
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more like Call of Duty Ghost Town amiright

normal burrow
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Didn’t know mesh particles were cpu bound with niagara. Cool video though

pastel glen
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Ha! Finally got the AppFramework color picker working in UMG!

tulip vault
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real quick: I have a mesh which will not use an existing anim bp

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i can swap the mesh to another and it works fine

plush yew
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Hi there,
I'm experiencing a weird bug when I launch my application:
Assertion failed: OutUniformExpressionCache.UniformBuffer->GetLayout() == UniformBufferStruct.GetLayout() [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 2388]. I know this issue should be fixed (https://issues.unrealengine.com/issue/UE-71973) but even though I'm using UE4.23 this is still happening. What's more, it only happens on laptops (probably due to the integrated GPU). Sometimes, deleting GameUserSettings.ini the problem disappears. Does anybody know how to solve it?

echo juniper
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Question: Having created a landscape through World Composition, do I have to load all the levels again every time I re-open the engine? Due to the size of the landscape it takes a while to load every time.

dark rune
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Anyone know where a blood splash particle system is located in the InfinityBladeEffects pack

fierce tulip
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use the search for blood, splash, or something like it

dark rune
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yes but there is none that are particle effects apparently
do I have to do something myself to make them particle fx?

fierce tulip
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pick one and do a reference viewer

hoary marsh
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Is there a way to rotate the camera when in top view in editor?

half scroll
#

Hello everyone.
I have a strange question, I want to get all the project code, but this project is made on blueprints

cloud cobalt
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So there's no code

shy cedar
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hello every one ,i have an issue reagarding the apk . i installed the apk which i deployed by unreal engine in quest using sidequest ,it installed in unknown source but not working
so any one who try this type of issue plzz help
it is a app which we own created in unreal engine and followed all build process as per oculus guidelines
my app is running in quest when i deploying it through unreal engine

half scroll
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but you can get all blueprints from the project no matter how bul

autumn trout
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HI

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Guys what's mean LODs in ue4 and what's mean Triangulation

kindred viper
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its when you have a polygon that is not 3-sided. So you split the polygon into triangles so each polygon has 3 vertices, which is easier for overall calculations in a gamedev environment. Often models made in 3d apps are not triangulated because they dont need to be for rendering out artwork or videos and such. But when performance is key, triangles > quads.

autumn trout
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I see
what about LOD

autumn trout
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I understand this is usually used for scenery
Like mountains

Right?

fierce tulip
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its used everywhere

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particles, terrain, meshes, skelmeshes

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etc

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think you could even use it for sound, where sound actors reduce amount of sounds played to open up sound channels for stuff closer by

autumn trout
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Wonderful will bring great benefit

fierce tulip
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thats why we use it :p

autumn trout
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😁

fierce tulip
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all redirectors are fixed/gone, everything works.

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I migrate one map in that maps folder.

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tells me itll migrate from those three folders.

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the 4 elements and marketplace folder do not exist

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not in ue4, not in explorer

grave nebula
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Oh, you never know what hides in dark corners of content...

fierce tulip
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ikr

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it makes no sense that ue4 still thinks those exist though

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including the meshes in those non-existent folders that have been moved to existing folders.

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imma migrate and see

grave nebula
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Had it a few times, but it seems to have fixed itself with project restart.

fierce tulip
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no shit sherlock that these do not exist

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yet, everything works after migration

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so its just references from previewers that are messing up

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btw @grave nebula you seen the new 4.24 and 4.25 stuff they showed off last night?

kindred viper
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😮

sharp inlet
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@fierce tulip any chance you have a link to them showing off 4.24/4.25 stuff from last night? Or is it the "4.24 Feature Highlights and Landscape Tools" video on youtube?

fierce tulip
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thats the one

sharp inlet
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thanks!

grave nebula
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Yas I did.

fierce tulip
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hng new atmosphere stuff

manic pawn
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so content browser in 4.24 is broken?

fierce tulip
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this is 4.16 :p

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funny, the umap file is in the 8elements folder, yet ue4 cant open that folder in content browser

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thats a new one for me

dreamy talon
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Hi can you help me with capture animation in UE4.. so i have car and recorded it with a sequence same i did with camera. but 2 problems. 1 wheels driving during the play but not in sequence. 2 when i capture(render) car totally stack and start to fall through ground. How to fix it ? thank you so much

radiant fable
fierce tulip
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@radiant fable this goes into #work-in-progress

radiant fable
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oh sry
jus wanted to show more an experiment

fierce tulip
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hom does look cool

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(hall of mirrors)

simple ferry
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can anyone tell me how to make a game like this?

fierce tulip
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learn all there is to gamedev, have a few million dollar budget, and make no mistakes while making it else you run out of funds.

simple ferry
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ok

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can you give me game dev link

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so i can join it

grave nebula
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game dev links are a fiercely guarded secret.

worldly swift
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Hello, I'm struggling to wrap my head around destructibles so I'm here to seek some advice... I have managed to setup 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 šŸ¤”
If anyone has some hint to point me in right direction, send me a DM, I would be really grateful! šŸ™

wary wave
kindred viper
#

I dont trust that debug visualizer ¬_¬

wary wave
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it's zero

kindred viper
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and there is no set anywhere?

wary wave
#

nope

kindred viper
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crazy

wary wave
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second weird random error I've had in this BP

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I also had a bool with the wrong value yesterday; was false when was set to true

dim plover
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My only guess is that you did something weird with function returns.
Do you always explicitly return things from functions with returns?

wary wave
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there are no functions involved here

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shit's just broken

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ergh, this is so weird

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duplicated the var, still zero

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but create new one from scratch, and it works

sullen rain
neat forge
#

When replicating, if the server is seeing the clients events, but the other client is not seeing them, is that because its not multicasting?

sullen rain
#

@neat forge i did not get you ? I have shared the time stamp, i am trying to replicate that part only, i.e the part where we place a product and then pull the v handles to multiply or decrease objects according the the space it takes, if you watch a little bit more ahead you will get what i am saying.

neat forge
#

?

sullen rain
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oo sorry

neat forge
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Oh I am asking a question

sullen rain
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i thought u replied to my question

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hahah

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šŸ‘Œ

neat forge
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Sorry lol, Im new to replicating

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Wish I could be of some help

sullen rain
#

no worries

upbeat kite
#

@neat forge Yeah like you said. Clients can make stuff happen on the server but not on other clients. So you want to call an event on the server from the client and then multicast from there to propagate to everyone šŸ™‚

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@sullen rain you have some box that you alter the dimensions of by pulling corners. You add instances in width and depth to fill out the box. So the number of instances depend on dimension of items and the dimensions of the box :)

sullen rain
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@upbeat kite Thats a great breakdown, i will try that and will let you know !!

upbeat kite
#

Sweet! You can pm me if you got issues šŸ™‚

neat forge
#

Just the sword issue, Im not done replicating everything yet. But all of the clients see the sword being used but the server does not

crimson lake
#

Oi bois

sharp crest
#

Oi boy

crimson lake
#

Please lower your sarcasm bullets as I understand it but spare me giants šŸ˜†

#

Copy pasting this from career chat

#

Any head jumps keywords or tutorials to start with technical art guys? I want to get more into unreal but also want a job at some point, so anything you monsters can recommend?
Don't need to be tutorials honestly just a couple of keywords I can get into would be nice

#

Wanna focus on something that can actually get me somewhere yknow? I really enjoy trimsheeting - technical stuff, going into some material and shader works
small vfx was very fun to doo aswell with some photogrammetry
so any strong keywords I can follow through ?
trying to learn some python for maya and stuff and really interested in more technical unreal stuff and how you can make things look sculpted and v sexy with trims and solid modular work
so
any help ? šŸ’”

kindred viper
#

Become the master of Niagara

upbeat kite
#

@neat forge to me that looks like a correct implementation. There might be another issue. Try doing a print string in the multi-attack event and plug the "IsServer" variable into it. Then you can see if the event fires and work from there :)

crimson lake
#

@kindred viper strictly vfx stuff ya mean?

neat forge
#

Thanks! It was working earlier but I went to replicate more stuff and it stopped so I thought maybe I had done it wrong

#

I feel a bit better now lol

kindred viper
#

@crimson lake well its the new Particle engine. It's still being built upon, but its worth diving in early because its not going anywhere but forward now

crimson lake
#

ooh, that should be cool to get into, anything else in mind?

kindred viper
#

There are not many people who know what to do with it currently either. So its ripe for someone to be "the master of Niagara" šŸ˜„

#

Chaos destruction. That will fit nicely with Niagara when its integrated too. I think that happens soon, either 4.24 or 4.25

crimson lake
#

Oooooooo

#

sounds big fancy

kindred viper
#

its beautiful

#

the old method of destruction was a pain in the ass.

#

On the shader side, if you know HLSL you are already good to go

crimson lake
#

aren't people using IdropIt or something like that

#

like in god of war?

#

HLSL -- time to google

kindred viper
#

its not necessary, it just helps. Most of it has been turned into nodes now so you can visually script it

crimson lake
#

These are badass words to look into, god damn thanks boss ā¤ļø

kindred viper
#

but I like to go custom node + HLSL when I can afford the performance hit

crimson lake
#

Niagara stuff should be fun

#

I was always v interested in vfx and stuff

#

but the houdini aspect was always annoying to me lmao

kindred viper
#

houdini is actually really cool with UE4. Im not sure it will be replaced in terms of quality with Chaos/Niagara wombo-combo any time soon, so it's still a very viable external system.

crimson lake
#

Will be fun to do a substance designer trimming, plus cool modular stuff with some badass destructions and Niagara vfx

kindred viper
#

indeed. I'm not an artist and I want to learn it because its so freaking cool.

crimson lake
#

I just don't want to end up jobless after grinding something specific lmao

kindred viper
#

I did some chaos stuff and it was super simple to setup, but you can tweak it forever. Its so nice

#

Don't wanna be jobless? Go self-employed. Then you always have a job :p

crimson lake
#

Doing comissions is like selling your soul to the devil lmao, I just want a cute 9 to 5 job where when I finish my work time, I can go and chill and forget anything ever existed

#

do what I want for fun and to improve, not because I'm struggling to get payed lmao

kindred viper
#

if you do solid artwork, you will probably always find work. VFX seems especially good for freelancing but I dont do it so that just speculation based on what I see around the job forums/discord/sites etc. Coding tends to be required but you have to have a really solid C.V./Portfolio. There are a billion audio people, so thats a bit watered down as an area. There will most likely be more Chaos destruction jobs required as it moves out of experimental stages. Niagara is like coding, just have a good portfolio and people will want you if they are moving away from a pure Cascade approach. Specialising is the key thing. Pick something, master it, then master it more.

crimson lake
#

Mad respect g

vivid narwhal
#

no drama today? ooh.

crimson lake
#

I mean, beyonce has 2 kids

brittle badger
#

Is it nice to make my animations in unreal or is it better to make them in blender?

kindred viper
#

well although you can make animations in Unreal, it is always better to use an external app. The system for doing it in Unreal is clunky and misses some of the tools you would want

#

although you can do some crazy stuff with Pose Assets

brittle badger
#

My Character is low poly tho

kindred viper
#

that means nothing

brittle badger
#

ok

#

and is it easy to do them later on?

#

I would like to start without animations already

#

can I put them in easily later on?

kindred viper
#

well if you have the workflow between your DCC and UE4 setup ok, then yeah its simple as editing in your app and it can update live in the editor

brittle badger
#

I rigged the character already + made the model

#

I want to put the character in rn make the controller etc

#

and add the animations later

#

wdym with workflow between my DCC and UE4

kindred viper
#

how are you going to control it without animations?

brittle badger
#

no I mean walking etc

#

The CharacterScript

kindred viper
#

DCC = digital content creation. 3dsm/blender/maya etc.

brittle badger
#

ik

#

but wdym with workflow

kindred viper
#

getting your anims from DCC into UE4. You can set it up with Unreal Studio and have a live setup (where your actions in your external app are reflected in editor) or you can do it the old way. With FBX import/export

brittle badger
#

ye the old way prolly šŸ˜›

#

and I have 1 other question

normal burrow
#

DLCC

brittle badger
#

r u familiar with Blender @kindred viper ?

kindred viper
#

not particularly. Im a programmer/generalist so I know how to get stuff in and out of it

brittle badger
#

Cuz I rigged my character

#

but I want to bound the bones to the mesh now

#

but it didnt worked for me idk

kindred viper
#

if its a basic humanoid, then I would suggest using the UE4 skeleton. Then retarget your anims to it

brittle badger
#

really?

#

not an own one?

#

This is the player

#

is tht good with the baisc humanoid UE4 Skeleton @kindred viper =

kindred viper
#

well kind of . The UE4 skeleton does have hands and fingers so you would have to exclude some bones I guess

#

but thats is just one path. You can use a custom skeleton too

brittle badger
#

is tht easy?

#

I dont really want to make own animations šŸ˜‚

#

its the most annoying part for me

#

of all

#

r there standard animations for it too which would fit to this character?

#

for the standard Skeleton

kindred viper
#

you can retarget anims from any source as long as you can match bones. Most humanoids share the same hip/spine/arms/legs/neck/head approach, and some have the hands and fingers and toes. But you can skip them if needed.

brittle badger
#

r there free idle, walk and jump animations which fit for my character?

vivid narwhal
#

yes

brittle badger
#

AND so I just delete my rig and put the character in UE4 and can then set the standard bone thingi to my character?

#

and it will work fine?

#

Cuz tht wud be awesome for me

vivid narwhal
#

You can either stick your character up on Mixamo and get it rigged with basic free animations or you can give it an unreal skeleton and use the free animations. HOWEVER, those animations are for realistic skeletons so would have way more bones than you require

jolly cairn
#

@brittle badger its good for ue you can off some part of skeleton

brittle badger
#

I love coding, designing and modelling but animating I hate

#

so its easy to just remove bones?

jolly cairn
#

also you can redirect

kindred viper
#

you can do that. I've been animating on and off for 20 years, and I still cheap out and retarget all my stuff because I know where to get the animations. But I can also tweak them when I need to. I also make new anims from old ones using Pose Assets, which really are epic.

brittle badger
#

I never did tht do I just throw the bones on the character and then it works? Tht sounds crazy

vivid narwhal
#

you need to skin it

jolly cairn
#

I do not think you removing bones removing bones its from 3d external software

#

I do not know i am wuite weak

brittle badger
#

is tht hard?

jolly cairn
#

But i almost sure its more like redirect skeleton and you can also off some part of skeleton

brittle badger
#

but I delete my bones/rig in blender now aight?

#

I can do tht in unreal right?

jolly cairn
#

Its very easy And its created to do this same animation in difrent situation

brittle badger
#

right?

jolly cairn
#

Yes

#

You can do that in unreal engine and you do not need to animate

brittle badger
#

šŸ˜„

#

Im trying it out now

#

I got a mesh FWX of my Character now

jolly cairn
#

I was redirect mash and skeleton from difrent 3d character

#

but they have already skeleton icluded

#

Good you do not need do much when you have skeleton and animation you can simple redirect skeleton

#

But creating new skeleton need to be in animation software

#

So if you have mash i think you need to add some skeleton

#

first in blender

brittle badger
#

but I can use the standard UE4 Skeleteon right

jolly cairn
#

Yes

brittle badger
#

so I dont have to do it in blender

jolly cairn
#

you can apply that skeleton to dinosaur

vital plinth
#

Good day, does anyone know if it is possible to make it so the cable component in unreal engine retains it's bouncy but is static in during play mode? I want to make a flag line but I dont want the cable moving.

brittle badger
#

but I dont need blender for it right

#

@kindred viper & @vivid narwhal ?

jolly cairn
#

I remember skeleton was created in external software and i do not know how to apply skeleton to something without skeleton

#

But if you have one skeleton and animation from unreal you can redirect that animation

#

So you do not need to animate so much

#

Generally forget for some time and lived for letter.

brittle badger
#

and wht did @kindred viper said then with Standard UE4 Skeleton I can apply

jolly cairn
#

Yes

#

You can appaly this same skeleton to difrent assets

kindred viper
#

cmon man dont tag me when im not in the convo anymore :p

brittle badger
#

sry

kindred viper
#

no worries

brittle badger
#

but idk if @jolly cairn knows wht u meant

kindred viper
#

I just get busy and im all over the show keeping up

vivid narwhal
#

you need -some- sort of software to add bones and skinning, whether that's mixamo or blender. You will then need to make sure your bones are set up for UE4's skeleton. Alternatively you can take UE4's skeleton and manually skin it to your mesh, but again this requires 3d modelling software

jolly cairn
#

I think you need to applay first skeleton to clean mash than you use standard skeleton im not sure clean mash without skeleton can be used with ue animation but when you have that skeleton you can do redirect to standard ue skeleton this is good think

lapis vine
#

For Blender there is Mannequin rigged free plug.

brittle badger
#

I dont want to make an own bone thingi

jolly cairn
#

I think Jack have right try to create any skeleton from tutorial redirect skeleton is not so hard

kindred viper
jolly cairn
#

Lokee alternative is wors then use skeleton!

brittle badger
#

wdym

#

the sentence makes no sence šŸ˜‚

#

does mixamo auto rig or?

jolly cairn
#

becauses if you not use skeleton you need create animation step by steps from moving mash

vivid narwhal
#

yes

brittle badger
#

Do I have to do something

#

how does it know where to put the bones

vivid narwhal
#

you have to go through the wizard

#

upload a t-pose'd character to mixamo and it'll calculate the rest via the wizard

brittle badger
#

I dont want things like fingers etc. aight?

jolly cairn
#

Do nto care where to put bones they have some name so you redirect name buy name but absolutly do not care

brittle badger
#

I have the T-Pose character

jolly cairn
#

If you create to much redirect still will work

vivid narwhal
#

white dragon that's, I'm sorry but, that's awful advice

jolly cairn
#

you can add til

#

or 7 hend

#

and you only 2 of them

brittle badger
#

so I use this converter from Marc?

jolly cairn
#

This subject interested me also šŸ™‚ so i want to say something

vivid narwhal
#

so the pipeline is as follows

Create character in Blender - Upload T-pose to Mixamo - Go through wizard - Download animations and rigged character - import that to Blender - use Marc's link to convert that to UE4 ready

jolly cairn
#

Generally thank you all

brittle badger
#

ok I have the T-pose character as an FWX right?

#

wht do I do now

#

where to upload

vivid narwhal
brittle badger
#

how do I get to this menu?

vivid narwhal
#

you need to log in

brittle badger
#

found it šŸ˜›

#

wht about materials etc will it still be in it later?

vivid narwhal
#

Yes

brittle badger
#

it doesnt change anything except add a rig aight @vivid narwhal ?

vivid narwhal
#

correct, it adds a skinned rig

brittle badger
#

I did it my character isnt showing up

vivid narwhal
#

did you t-pose it

brittle badger
#

yes

#

r u familiar with blender?

vivid narwhal
#

nope

brittle badger
#

there is this when Im exporting to fbx

#

shouldnt camera etc be off?

#

it did work now šŸ˜› @vivid narwhal

vivid narwhal
#

sometimes it takes time

brittle badger
#

but it looks like this @vivid narwhal

#

idk why its so strange

#

it shouldnt look like this

#

this white parts

plush yew
#

@brittle badger Materials won't correctly export from Blender to Unreal, at least Cycles, I think it sometimes does a diffuse color though

brittle badger
#

I just want tht the parts r still right ya know

#

which part has which material

#

you know why it looks like this? ^

plush yew
#

if it has different material slots, they should show up when you check out the skeletal mesh asset

#

if the materials are simple, make a master material in Unreal f.e. with a Color parameter hooked into the base color output, a scalar parameter for the metallic and a scalar parameter for the roughness, then you can make material instances of it and copy the hexcodes from the blender nodes into the colors, I forgot if it has to be the linear or srgb code

brittle badger
#

I mean the pic Ive sent

plush yew
#

what is strange about it?

brittle badger
#

thts the right model

#

there is this white part

plush yew
#

yeah the materials are missing

brittle badger
#

no

#

the part behind the legs

#

which looks like a cape or so

plush yew
#

oh

brittle badger
#

and one leg is like this / and the other like this |

plush yew
#

is there maybe another object in the scene that you exported with it?

brittle badger
#

no i did just selected export

#

there is nothing in the entire game looking like this 😐

#

is it just a bug maybe?

plush yew
#

no idea, never encountered this

brittle badger
#

😭

normal burrow
#

Perhaps a vertex with no skin info?

brittle badger
#

but there is no part at this position

vivid narwhal
#

looks like you've got an ngon

plush yew
#

My usual fbx export settings are:
Main: Selected Objects checked
Geometry: Smoothing on Face
Armatures: Add Leaf Bones unchecked
Animation: Depends on wether you want animations

vivid narwhal
#

how you've got an ngon on a model made out of cubes is beyond me

normal burrow
#

Yea in blender remove double vertices?

brittle badger
#

hmm

#

I dont know wht you are speaking of

normal burrow
#

Edit->Select All->Remove Doubles under vertices

plush yew
#

Edit Mode -> Select All -> Space -> Merge by Distance (in 2.80 i think)

normal burrow
#

Ah nice

brittle badger
#

is there a remove doubles button?

plush yew
#

It's in Edit Mode under Mesh -> Clean Up -> Merge By Distance

brittle badger
#

and now?

#

I clicked merge by distance

#

should it be fixed now?

#

@plush yew

plush yew
#

I don't know what caused this though

brittle badger
#

the texture is gone now

plush yew
#

I didnt think it was doubles

brittle badger
#

why is my texture gone now?

vivid narwhal
#

go through the wizard and see if the texture loads when you download the fbx

crude vessel
#

You might need to reapply your material

#

Unless you bothered up your UV

vivid narwhal
#

oh you're still in blender ignore me

plush yew
#

^

#

if you had doubles it might be that the UVs changed now

brittle badger
#

so wht do I do now?

crude vessel
#

Open in edit mode, select all, apply material

#

At least to the parts you want the material applied to obviously

brittle badger
#

I did it its still not there

crude vessel
#

If that doesn't work open it in the UV editor mode and make sure the UV are correct

brittle badger
#

they r

crude vessel
#

Just for shits and giggles make a new material and apply it

#

Change the color

#

Just to make sure that works

brittle badger
#

its an image texture xD

crude vessel
#

Your in blender right?

brittle badger
#

it didnt worked

#

yes

crude vessel
#

You made a new material?

brittle badger
#

but in texture paint its still there

crude vessel
#

Dude

#

Don't worry about that

#

Blender is weird sometimes

brittle badger
#

should I restart?

crude vessel
#

I'd caution against that

#

N case you need to undo something

brittle badger
#

😐

crude vessel
#

What I'm saying is

brittle badger
#

yes?

crude vessel
#

Make a brand new material. Unrelated to your existing stuff'

#

Apply it to your model

brittle badger
#

I did already

#

didnt worked

crude vessel
#

Okay

brittle badger
#

but in texture paint its there just not in shading

crude vessel
#

So that's concerning, can I see your material window

#

Forget texture paint

#

Go into object mode

#

Set rendering to material

#

Also make 100% sure to manually save your painted texture

brittle badger
#

where can I set rendering

crude vessel
#

It may not be saved automatic

#

Blender 2.8?

brittle badger
#

yes

crude vessel
#

Upper right of the 3D view should be some little spheres

brittle badger
#

yes

crude vessel
#

It may be worth your time to watch a blender tutortial on materials

brittle badger
#

it wasnt at material preview >o<

plush yew
#

press Z also

brittle badger
#

so I try it out again in mixamo aight?

crude vessel
#

No idea

#

What I'm saying is

#

Go to your material slot

#

Take a screenshot of that and post it

#

So I can see what your settings are

brittle badger
#

it worked already

#

šŸ˜„

#

I said it wasnt at material preview xD

#

@plush yew now its no longer showing up in mixamo 😦

#

thanks a lot @crude vessel

crude vessel
#

Ok

#

Sorey

#

Glad if I could help

brittle badger
#

;D

plush yew
#

Never used Mixamo :/

brittle badger
#

@vivid narwhal

vivid narwhal
#

did you wait for it to load? šŸ˜‰

brittle badger
#

yes

#

its jsut a gray screen

#

before it worked

vivid narwhal
#

has it given you any errors messages at top of the screen

brittle badger
#

now it works

#

but the bug is still there

#

also in the UV is this / thing

#

but it shouldnt be there

#

there is no face for it

#

I assume thts the issue but how do I find which object is it?

#

@vivid narwhal

vivid narwhal
#

Might be that your mesh isn't compatible with mixamo sorry

brittle badger
#

and why D:

abstract relic
#

You can rig it yourself and use mixamo animation. Just following their bone naming convention

brittle badger
#

but it didnt worked

merry gazelle
#

I'm curious if there's a more efficient way to make enumerators? I'm worried about inputting lots of data and later having to make changes to the order, etc

kindred viper
#

nope. ENUMs are compile time objects. So you can't even make them dynamically. Unless you do some C++ magic that I wouldn't know how to

vivid narwhal
#

you could cheat and upload a spreadsheet

merry gazelle
#

ok got it, I will check out if spreadsheets is a good workflow to use

vivid narwhal
#

You want a dynamic list of names?

plush yew
vivid narwhal
#

If you can go into detail about why you're looking at enums I can try and help

brittle badger
#

OOOOOMGMMGGGG @vivid narwhal it WORKEDDDDD

#

YEEEE

cerulean nova
#

"Use Attach Parent" (If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.) It might be a language barrier here for me.... but thats "bounds" mean that it also makes use of the Parents variables?

brittle badger
#

@vivid narwhal look how strange tht looks

#

I dont want it to make the mesh like this

vivid narwhal
#

Use it for prototyping. Until you're able to animate yourself. Like I said, mixamo and unreal's free animations are designed for a human rig, not squares

brittle badger
#

but I thought I can use them for mine easily ? D:

vivid narwhal
#

Easy does not equal good

brittle badger
#

😭

#

I hate animating soo much

vivid narwhal
#

If you want an easy animations use the free tools available. These are good enough to test with.

Correct animations and you're either going to have to buy animations specific for your mesh or do them yourself.

#

Luckily your mesh is simple enough to learn animation with

brittle badger
#

wow but I rigged it and it didnt worked

abstract relic
#

It worked. Just not the result you desired

crude vessel
#

@brittle badger set your UV editor mode to mirror mesh selection, then hit the focus camera button (numpad .) ?

normal burrow
#

Ye jacks not wrong

brittle badger
#

wdym @crude vessel

normal burrow
#

Maybe if you mark your edges as hard and sub divide lokkee you’ll get something that deforms better

crude vessel
#

@brittle badger you could just retargets existing animations in ue4

brittle badger
#

and how?

#

I need a rig first

crude vessel
#

You said you had an unknown object on your UV space

brittle badger
#

but I dont have one

crude vessel
#

If I don't know what an object is in my UV space I mirror to mesh selection

#

You said you did

#

?!??!??!

brittle badger
#

yes

#

oh

#

yeah

#

uhm

crude vessel
#

Google ue4 animation retargeting

#

Also check out and see if mister manniquin plugin for blender would work for you?

#

Maybe rig your character to that and use it to export so you won't need to retargets?

brittle badger
#

to that?

crude vessel
#

Humm?

brittle badger
#

so wht do I need to do now to get nice animations on my character the easiest + rig?

crude vessel
#

If you don't want to animate

#

Rig your character to the ue4 mannequin rig

#

If you can't, rig it close as you can, and retarget

#

Also keep in mind you'll need edge loops to defom your joints properly

#

That's a whole nother topic

brittle badger
#

and do I have to rig myself or can I put the rig in mine?

crude vessel
#

You'll want to search for low polygon joints

#

Okay to clarify

#

You can take an existing skeletal armature

brittle badger
#

wht r edge loops? bevels?

crude vessel
#

And you can assign vertex groups to your mesh and assign the armature so it will be deformed by that armature

#

You can do this automatic but it always looks like garbage but may be a good starting point

brittle badger
#

so I download the mannequin rig now?

crude vessel
#

Sec.

brittle badger
#

sure

crude vessel
#

I don't know if this will gelp

#

Maybe you can join the discord

#

The guy who made it is pretty active

#

You need to learn how to make your character defrom properly from blender turtoials

#

Or looking at existing low poly character joints

brittle badger
#

I look into it

crude vessel
#

But basically when a animation moves your character, there have to be polygons in the right layout so they can deform without crumpling up or getting all weird looking.

#

Even a boxy character needs some edge loops to deform smoothly, unless you went completely segmented

brittle badger
#

so wht r edge loops now?

crude vessel
#

So if you have a mesh made of quads

#

And you have a line of edges that loop around the mesh

#

These are broadly speaking used to easily set up the topology of a mesh to deform properly

pulsar badge
#

Hey, are you able to share textures through Quixel Bridge between users?

brittle badger
#

This is the character

pulsar badge
#

how cute

#

did he hands got cut off?

#

and his feet?

#

lol

brittle badger
#

?

pulsar badge
#

you got no toes

#

and figers

abstract relic
#
pulsar badge
#

fingers

brittle badger
#

its low poly

pulsar badge
#

ik im kidding

crude vessel
#

Err

#

Also important for subdivision modelling

brittle badger
#

xD

pulsar badge
#

@abstract relic lol of course but we both use UE4

crude vessel
#

Lokkee

pulsar badge
#

I just dont want to use a flash drive

brittle badger
#

Im soo confused now

crude vessel
#

You need to figure where your character has to bend

brittle badger
#

ahhh D:

abstract relic
#

Then you’re fine

pulsar badge
#

So back to my questions can we share via bridge

#

without a flash drive

brittle badger
#

ok and how would I do tht? @crude vessel

crude vessel
#

This is a very broad topic

#

You'd need to find some tutorials on character modelings but I'd focus on people diacussionung joints

#

So your arms can bend without them collapsing

pulsar badge
#

@abstract relic I just dont want to give him textures that i made in mixer through flash drive just want to save me time but not sure if its possible

#

using bridge to share

crude vessel
solid hull
#

Can you experts help me with a question? I'm no programmer, or game designer. But I am an architect & graphic designer. I'm making maps / guides for the game I play and I was wondering if there would be a way to open up the ingame world with unreal engine and export it to AutoDesk 3D studio, or export to a flattened image. Then I can trace overtop of an image that is not distorted by ingame perspective. I have had success extracing and opening up images from the .pak files for other projects.

crude vessel
#

Basically, you will need to cut some extra polygons at the joints so they can bend, even if the character is essentially a series of boxes

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For the pelvis and shoulders you'll need to add some polygons so they can deform without twisting the body up

#

This is a bigger topic than I discuss here, but for now you can just use your model as an experiment, just make a lot of backups and saves so of you mess up your can go back

brittle badger
#

ok

crude vessel
#

I've been doing revisions on my model for months, trying new stuff, don't be afraid to try and fail.

brittle badger
#

but does it need to be a polygon

crude vessel
#

The game engine is going to have it be tris

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But I reccomend modeling as quads if you can

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I'd avoid ngons

#

I don't want to spam.this channel anymore. aceoil had a question and I don't want to bump him off

keen shadow
brittle badger
#

ok

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and how do I get the rig now?

solid hull
#

Is this the right channel for that sort of question?

brittle badger
#

I assume

abstract relic
#

Are you trying to make a minimap or something

brittle badger
#

and how do I get the rig now? @crude vessel

solid hull
#

I'd like to sketch over top of the game elements in autocad, and then print them out to a simplified version viewed from the top. @abstract relic

crude vessel
#

Go to that link to Mr mannequin

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Go to that diacord

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See if that'll work

#

I haven't tried it yet but I think it may help

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Because you can then just retarget existing ue4 animations

abstract relic
#

You can make new static mesh by combining static mesh in the scene. You could simply use sequencer and render the scene. You could make a separate render channel, add simplified mesh and render that out.

solid hull
#

Alright, so it sounds like its possible to do this. Once I get home I'll have to go about opening the world in the unreal engine.

vernal thicket
#

So do any of you work for any big companies?

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Or is this just a hobby for a lot of yall?

grim ore
#

you will find people who do both here as well as indie devs and everything else

kindred viper
#

My company is massive. Mostly because I need the room for my head so I bought a tall house.

abstract relic
#

There’s several people in here that work in AAA studios (not that they’re silly enough to publicly declare there employment), many indie devs, just as many freelancer, a couple of epic staff, and probably an army of hobbyist.

grim ore
#

The Hobbyist Horde as we like to be called šŸ˜›

abstract relic
#

And MathewW. He has his own category.

grim ore
#

Unclean!

normal burrow
#

lol šŸ˜‚

vivid narwhal
#

Some of us are teachers too

abstract relic
#

Shoot. Forgot about the educators

normal burrow
#

some are pro gamers too

cloud cobalt
#

some are neuroscientists

normal burrow
#

did not know this

cloud cobalt
#

neither did I, but we learn every day

vivid narwhal
#

I can't wait to get my PhD and become a Dr. of Games

abstract relic
#

We have Dr. Death

vivid narwhal
#

They got a doctrate in death?

#

the hardest part is to find a Video Game Medical School that's acreditted

normal burrow
#

vr medical credentials: good enough

novel anchor
#

hey, im new here, should i be asking about animations or cinematics questions within unreal here?

normal burrow
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its hard to say ltc

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so probably here

novel anchor
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okay, well ive been a fan of unreal since i was like 13 modding maps for unreal tournament haha, and as of no i am a photographer/cinematographer wanting to branch to animation and i love the way unreal works

vivid narwhal
#

there are specfic tabs for animation and cinematics too

novel anchor
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oh thank you

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ive been having a real hard time trying to grasp how nodes work

vivid narwhal
#

here there tends to be general questions and it moves faster so most people just ask here

novel anchor
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okay if i dosnt abuse community guidlines

normal burrow
#

well, if you don't know which it fits in better, thats what this channel is for i think

runic iron
#

Considering what you said #cinematics will be the most interesting channel for your future questions probably

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But yeah you can always ask here if you're not sure, just remember that it gets burried pretty quickly because the traffic here is higher than on specific channels most of the time

novel anchor
#

awesome! I'm also new to discord so its kind of confusing but i see the tab, thank you :]

normal burrow
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you can press up to quick edit, this is something i wish i knew early on lol

runic iron
#

Also a good way to find some answers sometimes is just to use the search function with the right keywords, I found some great tips sometimes (it's on the top right, you can filter by user and channel too)

vivid narwhal
#

holy shit I write some ugly and confusing blueprints sometimes

novel anchor
#

perfect, thank you guys for your help! really look forward to discussing future projects or whatever is happening in the community, i got really excited when epic bought quixel and have been trying to find ways to incorporate it into a film project im working on

runic iron
#

No problem, good luck for your projects ! šŸ‘

novel anchor
#

🄰

vivid narwhal
#

So I had 3 blueprints doing all the same job... '-_-

mossy nymph
#

ah, its 6 months later time? šŸ˜„

vivid narwhal
#

basically I've been "refining" code in 2 different places, and it's been working, but it, oh god it was dumb. very dumb.

vernal thicket
#

Nah not dumb, just class it as a backup šŸ˜‰

#

So are you a teacher of game dev in college or something? @vivid narwhal

vivid narwhal
#

yeah college. Begininnig UE4 next week and some theory.

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I'm tempted for one theory lesson being "Why do people SUCK at Mario Maker?"

vernal thicket
#

Lmao, I bet you're pretty clued up in this then, I had a friend who did game dev at college, he made a CoD replica was pretty impressive

normal burrow
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lol critiquing mario maker

vernal thicket
#

I didn't study it, so gutted I didn't though would be so much more knowledgeable, but I guess now a time good as any lol#

#

Could've done with a 2 year course just in blender tbf lol

vivid narwhal
#

I really need to improve my 3d skills tbh

vernal thicket
#

It's not an easy thing to grasp at all to be honest, there's so many different tricks

vivid narwhal
#

Also knowing cross-software skills. I'm fine in 3ds max but useless in maya or blender

vernal thicket
#

blender is the one coz it's free lol

vivid narwhal
#

different companies will ask for different things

mossy nymph
#

wait, you're supposed to cover all areas of game dev by your lonesome?

fathom glade
#

I'm following the tutorial for the first hour of unreal engine. In one of the topics the instructor is able to preview a fire effect without pressing the play button. When I drag on drop the same effect onto my viewport, I can only see the flame after pressing play. How can I change the viewport to display effects like his?

mossy nymph
#

wait, you're supposed to cover all areas of game dev by your lonesome?

vivid narwhal
#

Me?

fathom glade
#

I'm following a tutorial for the first hour of unreal engine. In one of the topics the instructor is able to preview a fire effect without pressing the play button. When I drag and drop the same effect onto my viewport, I can only see the flame after pressing play. How can I change the viewport to display effects like his?

vivid narwhal
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@fathom glade is it a particle?

coral folio
#

Anybody has a clue on how to create a data-moshing effect using a postprocess material ???

sweet relic
#

@fathom glade make sure "realtime" is enabled in the viewport settings

fathom glade
#

@sweet relic Awesome! Thanks! It works like his now.

modern drift
#

Hey folks, anyone managed to get a dedicated server build running on linux (and built from linux, not cross-compiled?)

sweet relic
#

@coral folio you can probably output the screen buffer to a render target so you can reapply/mosh it in the post process

normal burrow
coral folio
#

Ae there any examples out there I can flow along ? I'm new to render targets/frame buffer @sweet relic

vivid narwhal
#

Can I get people's inputs.

I'm (trying to) creating a modular AI that spawns basically random mages, warriors, archers etc.

And I'm wondering how to store all the information.

I'm wondering, can I cause animation montages to trigger off things like line traces and stuff in the montage using the anim graph, or do I need to do that in either the actor or component BP

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I'd like my mage class's BP to basically just be "Run short-range attack" then the anim montage contain things such as spawning the correct particle and doing damage traces

coral folio
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@normal burrow any leads ? I couldnt find much around other than the usual glitchy stuff

normal burrow
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motion vector video source on top of some other color buffer idk

sweet relic
#

@coral folio i haven't done that specific effect myself

runic iron
#

@vivid narwhal You could trigger particle effects/traces with anim notifies maybe

sweet relic
runic iron
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Then all the info would be contained in anims

sweet relic
#

check out those vids they go pretty in-depth with using post process

runic iron
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And your animBP will manage them, if that's what you want

coral folio
#

Cool thanks

#

I feel like I need to understand also how data-moshing sort of works

sweet relic
slender mist
#

I read that I had to put video files in Content/Movies for them to be packaged with the game
Now I imported my video and it juts created a FileMediaSource - is that fine? Or do I have to actually copy the .avi over into the folder

vivid narwhal
#

@mossy nymph I cover game design theory, blueprints, and (very basic, aka move-to) AI.
A character artist whos worked for AAA covers 3D art and 2D art.
And another teacher covers level design and 2D art

mossy nymph
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@vivid narwhal encapsulate all Pawn actions into components, the Pawn should know how to execute its own actions - you should be able to swap controllers with no adjustment to Pawn code

#

i don't recommend having AnimMontages drive the actual gameplay logic, but they can be used as a timer of sorts (hooking OnMontageEnd to execute the trace)

normal burrow
#

curious zlo, how much stress does that put on spawning to have everything componented like that

mossy nymph
#

not much, those are not primitive components

#

but for truly modular AI you want to be able to reuse the action code as well - its where components come in

#

but for truly modular AI you want to be able to reuse the action code as well - its where components come in

normal burrow
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I try and stay conscious of that and how long the gc pass takes but unsure of the exact overhead

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but yea that amount of organization is great

mossy nymph
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AI controller itself should just tell the Pawn what to do, not how to do it

vivid narwhal
#

Yeah my other idea was to create a sort of "spellbook" as an actor component that can be attached to the AI's pawn. As long as spells of different spell books have the same event names it should work fine

mossy nymph
#

meaning as long as they share a base class

#

without the same base, its very error prone, and scales poorly

sweet relic
#

@vivid narwhal you may want to look into the gameplay abilities plugin

#

it is pretty advanced but it sounds similar to what you are trying to achieve

radiant haven
#

Can someone tell me for what the Lerp is?

digital anchor
#

linearly moves from A to B with a time

timid quail
#

hello, if someone can help... my project is doing something weird and not saving the Maps & Modes in the Project Settings..every time i re-open the project the game mode get's saved but the DefaultMap get's reset to none ... can someone point me into some direction?

swift spindle
#

using source control ? or did you use a template from somewhere else ? it's most likely your file is just set to read only mode

regal yoke
#

!serverinfo

radiant haven
#

alternative for clamp?

digital anchor
radiant haven
#

welll need to make this so min alpha channel included

plush yew
#

Hi there, amb following the SpatialOS tutorial from improvable.io once i have downloaded using CMD unreal. I installed succesfully the SSH. But now when i run the SETUP.BAT file am getting this message. Any idea what can be going wrong? thanksšŸ™

sweet relic
#

@radiant haven you have those textures plugged into the alphas of the last two lerps. is this intentional?

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@plush yew check your network connections, firewall etc

plush yew
#

but in which way

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wifi works finea

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amb able to chat here for example

sweet relic
#

it is really hard to say without looking at your setup

#

it is a connectivity issue though

plush yew
#

is it possible that is down the server on unreal?

grim ore
#

There is a good chance the cdn is down right now. I had the same hiccup earlier

plush yew
#

anybody can ping this link please?

#

@grim ore i have the same gut feeling

grim ore
#

The path might be up for me but down for you

#

I was able to connect and download the .gz file

plush yew
grim ore
#

Yep other people reported they just waited and it worked again

plush yew
#

weird couse if i click the link from discord it downloads fine

#

but from the command shows the error

#

Do you think i can Jump Over the error? When i copied the error link on the browser it downloaded this new file. Do you see it efective if i skip the line from the bat file? directly to read from the downloaded file, will work?

plush yew
#

mmm.. šŸ¤” i thought that it could be maybe that the SpatialOS fork of the unreal 4.22 was wrong.. but am getting the same result after having downloaded and tested a fresh version from unreal engine of 4.22.. šŸ¤” seems to me a UNREAL ENGINE problem with their server..

would be awesome if somebody could run the SETUP.BAT from another PC if the downloads failes for everybody or just me.. šŸ¤”

dusty remnant
alpine zephyr
#

hey guys, i am trying to understand unreal engine. and i dont know the differenace between
pawn. character, and player controller

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for me all of them are able to be controlled so what is the BIG difference between them ?

dusty remnant
#

pawn: can not show walk animation
character: can show walk animation
player controller: can order to pawn or character to move

dim plover
#

What do you mean by "can not show walk animation"?

alpine zephyr
#

what do u mean buy show walk animation ?
so if i have a car this car would better be a character so i can animate it ?

dusty remnant
#

sure. you're right @alpine zephyr

alpine zephyr
#

! that is super wired !

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so what is the point of a pawn ?

mossy nymph
#

its also not correct

dusty remnant
#

yes. not correct:)

dim plover
#

Anyway, Characters are built on top of Pawns. i.e. Characters are Pawns but with more features.
And PlayerControllers control Pawns.

mossy nymph
#

you can freely slap a skeletal mesh to an actor and animate it, doesn't have to be a Pawn or Character for that

dusty remnant
#

"with more features" that is more correct.

alpine zephyr
#

so a character doesnt have to be the main player ?

#

how can i control an actor via network ?

mossy nymph
#

character is just a pawn that has more out-of-the box features working

dusty remnant
#

in my project, camera is main player. because this is strategy game.

mossy nymph
#

and if you just asked what is pawn/character/pc, you should stay away from the network for at least a few months

alpine zephyr
#

i am just want to have a good idea

#

so i can avoid developing bad habits

#

so if am making an multiplayer game
i would have a master PC that recive the commands from the server

#

then commands each pawn ?

mossy nymph
#

not even close

#

look, any answer i can give you would be either comically oversimplified, or impossible to follow without knowing anything about game framework

alpine zephyr
#

i think i can follow

dim plover
mossy nymph
#

ok... unreal uses a network authoritative system, where the server (listen or dedicated) has a full authority over all network actors. Each player has a PlayerController, which takes their input and invokes functions/events to handle inputs, those inputs are then sent to the server via Remote Procedural Calls (RPCs), which then server processes and applies the changes. The changes are then replicated to simulated proxies via either variable replication or Multicast RPCs

alpine zephyr
#

thanks @dim plover i will definitely read that

dim plover
#

You should probably get more familiar with the engine before doing multiplayer stuff.

mossy nymph
#

you shouldn't even try before you can do at least basic stuff with single player

alpine zephyr
#

so player controller send infromation to server

#

the server proccess it then send the infformation to all other players

mossy nymph
#

that was the oversimplified version, yes

alpine zephyr
#

but how does the other recive it ?

normal burrow
#

pretty sure all information goes and comes from the server

alpine zephyr
#

yes. but how does the client recive those info. what is the name of the component that hurdles that?

#

is it the game mode. or another type of actor ?

mossy nymph
#

All NetworkActors (read: replicated) are registered with the NetDriver. NetDriver figures out which Actors should replicate when and in what order. Each Actor also has an ActorChannel. When its time for the Actor to replicate, the changes to it are serialized into an array of bits, wrapped in an FBunch, and sent to all connected clients via their NetConnections. When a bunch is received, its deserialized, all members received via replication are set to a new value, then the replication callbacks are called on that Actor, if any are declared.

#

except for Actor that is being replicated in this story, none of the objects/classes involved are Actors

#

or exposed to blueprints in any way

alpine zephyr
#

@mossy nymph thanks.

normal burrow
#

what about outside editor?

#

does it have input focus?

#

is it a pawn?

#

are you checking the log

#

output log/error log

#

Windows -> Developer tools -> Output log i think

#

press the button and watch if something comes in the log

#

viewport is selected?

light vigil
#

The engine often asks me to check out levels I have done nothing too, is there any way to make it less extreme about automatically checking my level files out to perforce?

normal burrow
#

this works fine for me

#

try something other than open level

#

perhaps you have an action bound to L?

#

it might be esc is just not meant to be used in PIE

#

I didn't have to set any of that for level bp

#

yea would try other letters too, if the pawn is looking for L it might receive it over the level blueprint

#

unless you uncheck consume input

#

if you are in a pawn, and it is also checking for L hen pawn will eat the input before the level bp most likely. Same goes if L is set to an action most likely.