#ue4-general

1 messages · Page 593 of 1

normal burrow
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so would try more than one additional key is what i meant. try M or N

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i mean in PIE

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which is why i recommended trying more keys lol

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your consuming every key?

thin tendon
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hey guys I'm having an issue with world composition. I can't change the size or position of each sub level in the world composition window

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Its a bit hard to send a a pic. The issue is that it keeps resetting back to 0,0

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And I can't find options to change size

grim juniper
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The size of a level in the world composition window is based on the level's bounds

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I believe the level bounds automatically updates when you edit the level, so if you want to make it bigger you just add stuff to the level to make it bigger

thin tendon
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@grim juniper Thanks mate I figured it out. The issue was that I needed to move each tile to its own sub level. And the size is controlled by the size of the landscape tile

hard lintel
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Is there a way to move content imported from Library to a different spot than Content folder without using the "move here" options. If I import some large assets into the Content folder and then try to move them to say, my Maps folder, my UE4 engine crashes 100% of the time since the file sizes are too big.

swift spindle
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try doing them in parts.. and consider migrating them to content plugins

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this really only happens when your system is underpowered for unreal or you've added to many asset packs

pulsar badge
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If someone would make me a model house how much do you think it will be for that 1 model? or a good price

plush yew
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Depends on the quality. What exactly are you looking for?

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Like a realistic model house, full scale, exterior and interior that's modern? Depending on how detailed, anywhere from $30-250

merry thorn
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Back in the day I did this for a student's project. It's not decently optimized and not looking good. I charged $150 us.

plush yew
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@pulsar badge you could easily make a basic house with UE within minutes. Even less. So what is it for? Construction? Visualization? A game?

pulsar badge
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Game

plush yew
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Just check 3d model websites and compare quality and prices?

pulsar badge
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o

merry thorn
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Well to get a decent model for low price you should buy it from 3D sites like @plush yew said. Doing a decent model can take around 15-30 hours for a professional. So it will be expensive. As they can sell it multiple times 3D sites gave an cheap alternative with decent look. But you lose the uniqueness in your game with that so it's depends on what you looking for.

thin tendon
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Is there a limit to the number of sub levels I can have using world composition? I want to split my map up into 120 sub levels

normal burrow
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I think your okay slim waffle I’d have to look at the code to verify but I don’t see a limitation listed in the internet

thin tendon
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Thanks mate. I wasn't sure because I couldn't find anything either. And I want each sub level to have the smallest amount of data to load possible

desert vault
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Hello is there anyway to add montage to anim bp?
I have two anim bp which were arm and weapon
the weapon anim has an animation that it's mag drop out and in while the arm anim has the arm animations
the demo level using montage in their player bp but it seems like doesn't work on my basecharacter bp

thin tendon
desert vault
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My weapon maker just make his weapon with 2 anim seperate

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he use 1 anim for almost his animation except the weapon mesh reload

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for weapon mesh reload he uses montage play function in his demo

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I try using his method but it doesn't work so far

abstract relic
normal burrow
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Can you use negative position on it?

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I’ve never worked with montages but delaying them would be cool

abstract relic
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Can’t say I’ve tried

normal burrow
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Hm ya does not look like you can delay.

abstract relic
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Why not delay before running the node?

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Or use a notify on it to trigger a delay

normal burrow
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Tbh I don’t think I’ve used a delay node before. Does it work between frames?

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I’ve seen them but haven’t understood how accurate they are

abstract relic
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If you want to delay between frames, you mark it in a notify and use that to trigger the delay logic in that case.

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No idea how well the delay node works. Could be run by an upside potato with dental floss for all I know.

normal burrow
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Hm yea that would be cool, had a hard time getting animations to replay faster than the frame rate before

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Didn’t think to look into montages

vernal thicket
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UGH

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It's good that there is a marketplace where someone somewhere created something for you to use, but omfg trying to combine it into a project when you don't even understand how half it works

normal burrow
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It’ll get natural

vernal thicket
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I know it's just the most infuriating thing. All it is, is an inventory system.. I just cannot get my head around it because they've chucked loads of other systems in which aren't really needed and I can't remove them simply as it breaks things elsewhere

normal burrow
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“Just an inventory”

vernal thicket
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LOL

abstract relic
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Reverse engineering is rather fun though

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You get to learn!

vernal thicket
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True, but even the bloke who made the pack had other creators adding into it

abstract relic
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Well that sounds legally sketchy

normal burrow
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Yea lol 😂

vernal thicket
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Partially why I'm trying to remove parts haha

normal burrow
vernal thicket
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lol walking chest then

normal burrow
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Trick is fun learning without legal sketchiness

merry thorn
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I created this node setup from unreal engine docs. When I play my camera is turning but not my character. Is it the nodes or I did something wrong on another thing?

abstract relic
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Going off memory here, you need to either enable "Orient Rotation to Movement" or "Use Controller Desired Rotation" in the movement component

merry thorn
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@abstract relic thanks I'll give it a try.

abstract relic
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Double checked. Use the latter

granite spindle
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virtual textures are really cool. I haven't messed with the runtime version yet but the improvement is dramatic.

plush yew
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So I made a material I
And tried adding it to a blueprint of a hollow cylinder, it shows up in the viewport but not when the game is Run any Ideas why ( the whole mesh is invisble)

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Hello guys. I'm new to unreal engine. Help me a bit. I'm struggling to even make the most basic action. I this case geometry editing. Every single youtube video shows people moving vertices around. But when I click a cube no vertices show up to move.

gleaming creek
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You need to be in geometry edit mode

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Select it from the top of the panel on the left of the screen

loud knoll
plush yew
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I've got this float value which is great but I'd like to multiply this by a float. The problem with that is that these are rotator values so a straight multiplication won't work. What am I looking for in order to multiply the value of a rotator?

summer verge
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My experience has been that DX12 uses less of my GPU (like 50% less) but doesn't actually improve frame rate...

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Any else experience the same?

plush yew
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I think I was looking for Scale Rotator

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I was.

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Nevermind, scale rotator only works for values above 1

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whole values above 1*

uneven fractal
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that flowers and plants pack has some hardcore material comments

fierce tulip
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lol

uneven fractal
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I'm no material expert but this is bad performance for a material isn't it

fierce tulip
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for flowers and plants? imho it is

regal yoke
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how to make projectile to move to direction i shoot it

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it always moves to same direction

uneven fractal
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for comparsions sake this is the quixel foliage one that I've added my own bits into

fierce tulip
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still feel like that is a bit expensive hehe

uneven fractal
abstract relic
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Yeah. The displacement isn’t needed for grass

uneven fractal
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how are you adding velocity to your projectile sylack

fierce tulip
uneven fractal
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there are switches on that displacement it's normally turned off

abstract relic
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Still bloating the material

uneven fractal
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is it? I thought interally two different master materials are created for each switch

fierce tulip
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does not matter much unless both are used

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problem starts when each instance has tesselation enabled

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while you should make one instance with it enabled, and instance from that one

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else you quickly get massive bloat

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switches are fine, but I barely see anyone use them correctly

uneven fractal
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oh oops I forgot that I had two different functions for the snow system and I had only added the baked noise to the landscape one

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it was originally using dynamic noise

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2000 shaders later we shall see how much that optimizes the material

fierce tulip
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i tend to copy master materials before tweaking them to reduce shader compilations of its instances, and replace its reference after I am done.

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saves quite some time with heavy, massively used masters

uneven fractal
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I do something similar when trying out new ideas by making a new material and trying it in there first before adding it to anything important

fierce tulip
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yup. same with having some nice results when experimenting.. if I find something cool i duplicate the material in case I mess it up by tweaking it further :p

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I also have a particle system I migrate emitters to when I make happy accidents that look cool.

regal yoke
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How to make projectile go where i put my gun

uneven fractal
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speaking of cool stuff I shall happily look at my auroras while the grass figures out it's shit

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how are you adding velocity to the projectile

fierce tulip
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@regal yoke please read the rules, re-asking questions is a bit of a nono unless an hour or two has passed

regal yoke
uneven fractal
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you have 3000 X velocity

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which means your projectile will always go in the X direction

regal yoke
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do i put zero

uneven fractal
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You give the projectile it's velocity when you shoot it

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so default should be 0 yes

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when you create the projectile you should have the gun determine what direction it's facing then use that to set the velocity on the projectile

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I'm pretty sure a simple projectile shooty system is already setup in the first person shooter template

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I cut it in half by removing the noise

fierce tulip
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noise is nice, but evil

uneven fractal
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it was even the cheap simplex too

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I should be glad I didn't use the celluar noise or something

sterile bison
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I will never understand why you can't have events or timers inside Blueprint functions

steep osprey
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Anyone here owns the CCG Toolkit?

sage bough
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Sorry if i post not in the right place but "Hello, I'm looking for a person who can read two pages either in RUSSIAN I have translations but I would like to check, it's not huge but just the steam shop page and the tutorial has been translated. It's for my free game that's coming out on steam in a month, I hope. You'll be in the credits if you help me. Please contact me in MP if interested
. THANK YOU!"

wary wave
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events and timers are basically function declarations, and in sensible languages you can't declare functions inside of functions

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glares at lua

vernal thicket
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Is blend space by bool the best way to switch between anim states?

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To save on over crowding a single state machine I mean lol

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Sorry i mean blend poses by bool

plush yew
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Who else cant wait to try the new SSS render in ue4.24?

vernal thicket
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Anyone know how to add to a spine in viewport? UE say to right click on the free spline and add that way but I cant seem to right click on the empty spline?

coral folio
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Hola !! I'm trying to print some Boolean variable names using print string buut all I get is true false... How do I do that ??

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Should be super simple but I can't find the right node

thorn spoke
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Making an entirely new project when receiving a project update is a bit crazy for nearly 2020 of unreal engine no? i won't use the name we do not speak of, but they implemented a sort of "search and swap" feature for updating files.. i think that would be cool, anyway 🛌

brittle badger
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I dont know why but I have 10 FPS in UE4 and my computer isnt bad

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I cant do anything

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Could anyone help please? ❤️

vernal thicket
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What are your computer specs?

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If you have lots of lighting this can hurt your FPS, or a very large map with lots of foliage (tree's grass etc), or lots of event tick checks? @brittle badger

plush yew
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So i was having this problem yesterday. After downloading 4.22 from github and running the Setup.Bat And couse Unreal seemed had some server problemes downloading other stuff i thought it was related. Today the problem persist. So i tried from another computer of mine.

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So am veeeery confused, couse i rarely touch the firewall settings.. so nothing fancy from my part. Can it be the Antivirus?

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Will it work if i downloaded and update the dependencies from my PC02, then transfer the 16gb to a pen drive, and transfer it to my PC01 were i want to have it? or will not work either?

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just to get by

limber mantle
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quixel bridge broken for ue4?

normal burrow
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Custom engine?

limber mantle
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no

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i mean one click export is missin

plush yew
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Which engine version are you using?

limber mantle
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4.23

plush yew
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Okay

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Did you install the plugin for 4.23?

limber mantle
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quixel website?

plush yew
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no

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its in the bridge app

normal burrow
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But do look at website for instructions lol

plush yew
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Honestly hes best off watching a tutorial from quixel

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They have one on youtube

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Its super simple to set up

normal burrow
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It’s borked for custom engine though

limber mantle
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link?

normal burrow
limber mantle
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ty 🙂

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port error 😦

fierce tulip
chrome cedar
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does anyone else have the problem that unreal crashes when you switch from "lit" to "lighting only"?

kindred viper
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just to note. Quixel plugin wouldn't work for me in 4.23 either. Not sure why.

plush yew
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hay everyone, I bought an asset from the store but when i open it and build all thw lighting etc. it's just way to bright light whise I cant see anything besides the light? 🤔

normal burrow
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the quixel plugin doesn't ship with good source code

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so for custom engine your sol, unless you fix the code like i did but i expect epic to replace it

kindred viper
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yeah when 4.24 hits next week I'm hoping for a better result

normal burrow
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whats the error marc

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there are like 3 different errors i know how to fix with it lol

kindred viper
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It says the plugin is installed. But when I try export from Bridge, it fails and the plugin doesn't appear on the Toolbar in my UE install. Ill get the error one min

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oh... now it won't let me login with my Epic details

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just my luck really. Another waste of time. Ill wait until 4.24

fierce tulip
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@plush yew we cant do much without images, and sometimes its better to contact the seller if its a mp-pack issue

normal burrow
plush yew
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hey guys Im new here and Im having a problem in unreal engine, can I discuss it here?

normal burrow
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this is the big issue i see other people run into

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if you don't see the quixel button it'll fix that

plush yew
kindred viper
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@normal burrow thanks. I had a feeling it was because of the py side. I had a couple of versions installed and it's happened before with other stuff that didn't like me having multiple versions for some reason :/

normal burrow
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ye, it really likes 3.6

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its what it tries to install

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i mean it has a copy of 3.6 with these things in the bin folder

plush yew
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any tips were to put a big big big city ? pm, every city has a citadal

normal burrow
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and thats what causes the nightmares for people

kindred viper
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yeah I thought that was odd as I have 3.6 installed

plush yew
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guys plz help 😢

normal burrow
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can you please explain the problem mdkn

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too much effort to try and decipher it

vernal thicket
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Can anyone think of a way I can reference to a variable under the player character blueprint variables to the player anim blueprint for multiplayer? obv if not multiplayer you can just cast to the player but what about this case where it's using a pawn owner?

plush yew
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I made a house in blender and saved it as fbx
I tried to import it in unreal engine 4
But the object is missing 2 walls 1 object 1 texture

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1 is the errors while importing

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2nd is the object in blender

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3rd is the object imported in unreal engine

normal burrow
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when you view the house from the inside do the walls appear? @plush yew

vernal thicket
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Can you cast to a character in animation blueprint in multiplayer? or does it just need to be pawn owenr?

normal burrow
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you can joshy

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you can cast the pawn owner to character yes

vernal thicket
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What's the logic bud?

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I can't get my head around it lol

normal burrow
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character is a pawn

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when your given a pawn

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it might be a character

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cast will give you a character if you give it a pawn that is a character

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when you look at the viewport in anim bp, you wont get a character because its not one. but when you play in the game, on the server or in the client, it'll be a character when it is one

pulsar badge
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Does anyone know why my UE4 not working

vernal thicket
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Right, thanks for that mate, I think I'm misreading the node tbf, my brain was saying if I cast to a character, if the player on the server is not that character then the cast would fail? but then technically everyone will use the same base character just different mesh lol

pulsar badge
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It loads but then doesnt open

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It loads but then doesnt open

vernal thicket
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I think I need to look at some articles on this sort of stuff can you recommend any pat?

kindred viper
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yep. we can read your logs from here

peak vessel
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Ok, this is making me insane. Once, i removed all my local filepaths from all stuff in my content browser. So it did not show my full paths of my harddrive. But i cannot remember how to do it, and google is not helping

merry gazelle
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guys any idea what I'm doing wrong with my linetrace? I'm firing the trace down to a "Cargo_BP" (with hit events enabled). Print string tells me the linetrace is hitting the Cargo_BP, yet it also returns false "CargoNotDetected" print string at the same time

normal burrow
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hm joshy, if i told you i was gonna give you an animal

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i'd give you a box labeled animal.

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cats are also animals, but all you know is that you've got an animal

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to find out if its a cat, you have to cast it. if the cast succeeds the animal is a cat, if it fails its not a cat

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the cat you get is the same animal though

vernal thicket
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Right I get it lmao thanks bud, so if you had more than one type of character on one server though? is that even possible?

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Not relevant

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btw

normal burrow
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different types of characters are still characters

vernal thicket
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But your casting directly to a specific blueprint

normal burrow
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just like characters are pawns and cats are animals

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yea what i mean is when you work with the different characters as 'character' it doesn't matter waht specific type of character it is

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just as in with animal stuff

vernal thicket
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I think the reason im struggling to explain it is because it sound stupid to begin with but hear me out

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If I had 2 characters, one called Character1, one called character 2, if I cast to my character 1 in the anim bp, but someone is using character 2 - theyre not going to get that variable reference to tell it to do something, right?

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To be hones though

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I dont even know why this even crossed my mind

normal burrow
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i think the part your stuck on joshy is variable types and object types

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if you have a variable of character type

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you can to character things with it

vernal thicket
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I mean like

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My character 1 has a variable bool inside called gun out

normal burrow
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if you have a super character object type that has character as a parent blueprint

vernal thicket
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But character 2 doesnt, if I cast to character 1 that bool isnt going to be called on character 2

normal burrow
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your super character is still a character.

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discord is really acting up

vernal thicket
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yeah

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so like

normal burrow
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cast literally gives you the exact same object that you give it

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it just gives you that same object as a different variable type

vernal thicket
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You dont have 2 characters on 1 game, just change of mesh etc

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yeah discord struggling lol##

normal burrow
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well you might joshy, even just for change of mesh

vernal thicket
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but i mean

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there's no reason to need to cast to several characters under 1 animation bp, as each individual character could have its own

normal burrow
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hm i think what you want here is a parent class for your own characters to share

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BP_JoshyCharacter -> Character -> Pawn -> Actor -> Object

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discord put these messages out of order lol

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hm i think what you want here is a parent class for your own characters to share

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you stick everything the anim bp could need custom to your game in BP_JoshyCharacter

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you stick everything the anim bp could need custom to your game in BP_JoshyCharacter

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you stick everything the anim bp could need custom to your game in BP_JoshyCharacter

vernal thicket
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its not neccesarrily something im trying to do more than just to understand, if I have character1_BP with Character1_AnimBP, and a variable under character1_BP called Firing, I could then create character2_BP, use character1_AnimBP and still call that same variable coz its not under character2_BP its under character1_BP

normal burrow
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you stick everything the anim bp could need custom to your game in BP_JoshyCharacter

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thats right joshy

vernal thicket
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Yeah and use that as a base

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Yeah and use that as a base

normal burrow
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thats right joshy

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discord be like someday i will send your message pat. for now retry

regal yoke
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Hello

vivid narwhal
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I got a random question for ya'll

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Is there anything you wish you were knew when you first started in UE4?

silver crown
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How to make good games

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Still wish I knew that though

bright cloud
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I had a fun little surprise when my stand alone games as well as builds started to crash on load.
After some research I found this post that say that "Setting Fullscreen Mode to "Fullscreen" results in Crash when using 4.23 from source"

hidden aurora
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does anyone knows how to call that parent funcion from a child bp

wary wave
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you want to call a function in the parent of the parent?

hidden aurora
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in the child class

sudden agate
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Right Click on the Event/Function Node -> Add Parent call

hidden aurora
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thanks a lot

unique sonnet
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I was messing around with the Level Editor - Play settings. If I play my project as a standalone game, the camera is just wrong. It goes inside my character's face. If I play in editor, it's the topdown view that I've setup.

vivid narwhal
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That feeling when you fix a bug that stopped process 2 years ago

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ooooff. The fact you have the select all nodes then right click and create comments that way instead of just highlighting and pressing C in AI is something I just discovered today

hidden aurora
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I need to create a material that with a scalar parameter modify a value that controls the fill of the material. When its 1 its green (filled), when 0 empty(black)

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It only works on one section of the spline, in the others it dont

vivid narwhal
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I wish I knew material editor

serene birch
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cause your spline is made of small models each mapping their textures in 0-1 I suppose

hidden aurora
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Does anyone knows how "unify" the spline meshes

serene birch
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short of you having some material node that gives you the "position" of the fragment/vertex on the spline, I'm not sure

hidden aurora
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It works

serene birch
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what?

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you found a solution? 😛

hidden aurora
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Yep tho the material works but not exactly how i wanted

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In the construction script, i have a for loop, in the loop body i add a mesh comp and then i create a dynamic material instance, then i add that one to an array of materials. Finally when i fire the event, i do a for each loop so that it affects all materials.

serene birch
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if you want to be tricky, use only 3 material instances

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fully lit, fully unlit and the transition one 😛

vivid narwhal
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I fear I'm not able to articulate this question, which is making it hard to find out what to google.

Currently I've got the player's input, whether they're moving back/forward and left/right. Then dodging in that direction.
however, when I hit run backwards with my input, the character turns and faces the camera (as intended)
But, if I now hit my Dodge key, it dodges backwards, which is bad because it's not dodging the way the character is moving but rather the way the mesh is facing (since it's facing the camera when moving backwards)

hidden aurora
nova spruce
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i'm learning blueprints and just went over Enumerations
the guy said "change the enum to myenumerationasset" but I think that's outdated, whats the new name for it?>

kindred viper
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in C++ terms you would always start an Enum with E. ie. EItemType

uneven fractal
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it doesn't really matter what naming scheme you use just that it's consistent

kindred viper
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well in C++ it does, but blueprint not so much

uneven fractal
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btw anyone know how to convert a normal to a rotation

kindred viper
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better you google that tbh. Not in the "im not doing it for you" but in the "have a read about it a little, break it down"

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lots of examples, especially in UE4

nova spruce
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no no no, in blueprints

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hold on,

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at the end of the video he says "you've made the list, now to show it in your blueprints, just change the var to myenumasset" but I can't find it in the search bar and I think it's because the video is old

kindred viper
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I dont think that is meant literally. Its meant to be whatever you called your enum

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it so happens his was called that.

nova spruce
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oh, so if I type in what I called mine, it would work?

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OH, GOT IT, thanks man 🙂

uneven fractal
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ah apprently just converting any vector to rotation will work even if it's specifically a normal type vector

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I was thinking I needed a node that does the opposite of get foward vector

kindred viper
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blueprint does some stuff under the hood but its a nice thing to learn how to use it when you want to optimise checks with some maths like that. Blueprint avoids quaternions as much as possible but knows when to use it along the way with certain functions. Its nice like that

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of course you can do it manually too

uneven fractal
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just the sound of the word makes me not want to do that

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might be worth it optimize it by doing it manually though since its an on tick function

vivid narwhal
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Are you trying to get somethings rotation?

uneven fractal
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sort of

vivid narwhal
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Solving my dodge is probably going to be an all day task for tomorrow sadly. Which is a shame since that's the only time I get the entire day to actually play games instead of trying to make one

uneven fractal
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I have a building sytem and some structures need to be able to be placed on walls

kindred viper
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its a simple issue. When you dodge, only dodge in the direction * -1

uneven fractal
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So I got the wall normal and used that to get the rotation for the object

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thought it would be difficult but apprently converting vector to rotation already solves that problem

kindred viper
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When your actor is facing forward, it will have a forward vector. That is the opposite if your dodge direction.

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when you rotate. the forward vector follows. The math stays the same

vivid narwhal
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Yes but if the actor is moving backwards he's facing the camera and dodging causes him to dodge forwards from the perspective of the camera

kindred viper
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the actor still has a forward vector. Your dodge needs to the opposite of that

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oh I see

#

walking backwards but facing the camera and you want him to dodge backwards. It's still the opposite of the facing direction right?

vivid narwhal
#

The Dodges (to simplify) are basically >0 dodge forward. <0 dodge back

#

If he's facing the camera and moving backwards his forward vector will be -1. At least that's what my test is showing. Meaning the animation selected will be roll backwards, rather than towards the camera

#

@uneven fractal could you not also get the rotation of the actor? Or does that not help

uneven fractal
#

not really

#

complex meshes can have different normals at different spots

#

so getting the rotation of the entire mesh not just the placement surface isn't very useful

vivid narwhal
#

Makes sense

uneven fractal
#

well I say complex meshes but even a cube has 6 different surfaces

kindred viper
#

not my cube 🙂

uneven fractal
#

why

vivid narwhal
#

Antichamber vibes there

kindred viper
#

its from a movie called Cube 2 : Hypercube

#

just rebuilding an old prototype I made years ago but with a couple of years VR experience added + a hell of a lot more experience with everything else in UE4.

#

my old code was spaghetti central 😄

uneven fractal
#

this is the function for checking if your allowed to place a structure in a spot

vivid narwhal
#

My uni blueprints were commented and documented incredibly well and I still find them to be spaghetti because I didn't know about reroute nodes or collapse to graph/function/macro

uneven fractal
#

it's not great

kindred viper
#

that was my problem Jack. I had 0 reroute nodes. Last version I pulled up was from 4.7

vivid narwhal
#

Commented with a technical document to support but messy as hell

uneven fractal
#

damn discord search is broken so I can't find the worst spagetti material I've ever seen

open eagle
#

how can I use a BP enumeration in C++ for a base BP class

fervent sigil
#

hi guys, I'm using Behavior Tree and I'm wondering when should I use Service vs Task?
for example, I was thinking on using a task to find nearby enemies (like the player). I just found an example where it's using a service for it though.
When should I use which then?

#

@open eagle you can't. You can't use BP created types in c++. The best you can do is your generics, depending on what you actually want to do

oblique tangle
#

Yo could someone help me out with limiting the max velocity an actor can reach in a scene?

fervent sigil
#

you have max walking speed on a movement component

oblique tangle
#

Like max velocity while in the air

exotic plank
#

questions on them that is

fervent sigil
#

probably depends on your actual issue you have with it. I would try #graphics if you're not sure.

exotic plank
#

ok thank you

worn sparrow
jolly cairn
#

@grim ore I was on this website someone know where he work?

normal burrow
#

He works for the unreal learning gods

halcyon flame
#

have any of you ever seen a physics actor return -nan(ind) for Center of Mass and Velocity?

for some reason this happens randomly with my vehicle, completely freezing the physics

pulsar kraken
#

I have a tons of lighting.. however I can't get the light to make these static meshes brighter? any help?

normal burrow
#

@halcyon flame velocity yes

halcyon flame
#

@normal burrow do you remember what caused it?

normal burrow
#

Division by near zero

halcyon flame
#

I've seen supplying values slightly above 1 into acos

#

I'm not calling acos though

#

ok

normal burrow
#

FMath acos?

halcyon flame
#

I'm using blueprints

#

scripting babby here

normal burrow
#

Ok yea larger than one on acos in bp shouldn’t nan either

halcyon flame
#

I'm not using the degacos node

#

or radacos

normal burrow
#

Both of these have checks afisk

halcyon flame
#

did you just need to comb through everything and figure out where there might've been a ~/0?

normal burrow
#

The negative part isn’t really of value

halcyon flame
#

I mean /~0

#

that's a tilde

normal burrow
#

Ah my eyes fail me

halcyon flame
#

and do you know a rough threshold of too close to 0?

normal burrow
#

Lemme look the internet

#

1.e-8f

#

It also matters how big the other number is Math

halcyon flame
#

do you see my dm? or just prefer this channel?

normal burrow
#

Would prefer to keep it here

halcyon flame
#

right

#

if I'm getting a ton of errors in the Output Log about dividing by 0, is it reasonable that one of those would eventually 'slip through' and cause this kind of issue with PhysX?

#

I forget these because I focus on the Msg Log

normal burrow
#

It’s most likely

#

If you send nan to physx it sticks

halcyon flame
#

like herpes from Vegas

normal burrow
#

As impulse, force, torque whatever. It’ll nan your vel

#

Just ran into it with diagnosing niagara stuff and wanted to toss self off building

halcyon flame
#

it detected divide by zero in a massive graph 😐

abstract relic
#

Go to sleep pat

halcyon flame
#

@High shhhh

normal burrow
#

Thanks 🙏 goodnight

halcyon flame
#

@normal burrow thanks, fr

coarse turtle
#

I created my project in UE4.22 then moved to UE4.23. Is there anyway to move my project back to UE4.22?

halcyon flame
#

@coarse turtle ...you didn't back up your project did you?

abstract relic
#

There’s no backward compatibility

#

Always use source control to back up your versions

coarse turtle
#

I added too many features after that.

#

I use git

halcyon flame
#

you need to decide whether what you've added outweighs what you want to go back to 4.22 for

#

why do you want to go back?

coarse turtle
#

UE4.23 has bugs.

#

In world composition, the landscape layers in foliage type won't work if you move the level from the original location. My AI acts weird for the same reason in world composition levels.

#

I have 4 levels in world composition. The first one works fine if I don't move from its location but the other 3 levels, i have to move them. And if I do move them those two things won't work properly.

halcyon flame
#

how close is 4.24?

#

are they still ironing out a lot of issues with 4.23?

#

I don't know what to tell you man. porting most of your stuff manually probably wouldn't be too hard... as long as you're sure the problems are on UE and not your own stuff

coarse turtle
#

Yea that issue is all over the internet, if you search for it.

#

If I only copy the content not the maps. That should work right

#

Last time I tried, the maps were complaining. I was seeing blueprint missing code.

halcyon flame
#

if you can put up with it in development for now, maybe you should wait for a fix?

coarse turtle
#

If I could find the bug ticket number so that I could track it.

worn sparrow
#

@halcyon flame feels like we're on the last preview build of 4.24 maybe end of this week or next unless we go to preview 5

halcyon flame
#

@worn sparrow that's what I thought. I'm still on 4.22

#

I don't have much desire to update. there are more features than I can possibly keep track of. last update I did was for editor widgets I think

coarse shale
#

hell, im new with UE, how can i reduce the lightmap resolution?

desert vault
#

Hello why these blueprint have different graphics exec line

autumn trout
#

there is no difference
Someone pressed Compline
The other one did not press

sudden agate
#

the one with the red line is currently running in play mode

autumn trout
#

yeah

desert vault
#

I do not play any of them

autumn trout
heavy tide
#

So, yesterday I got the urge to try and start making a game I've been thinking about for about 2 years now, and I'm having a really hard time trying to get a good height map implemented into the editor, I'm not sure if this is the correct thing to start off with but anyway if anyone can help that would be great, I have been trying to import height maps but so far they are really bad and dont work at all... google maps 3d view is pretty much what im going for, the map is a real life island, please dm me, cheers.

dreamy talon
#

hi! guys can you suggest how/where to add to wheels that car will less slide or drag during driving?

loud valve
#

Hey guys, anyone added those soft curves for aiming (controller). So when you start turning the aim it starts slow and speeds up. I want to know how make that.

radiant haven
#

can someone help me

#

doesnt apply to grid

abstract relic
radiant haven
#

oh sry I am stupid wrong server

dreamy talon
#

HI ! can you suggest how to add Trail line. i have car and when i driving it i want to create a line behind which is stay behind the car. in a way like a Tire drift trail but just a line.. thank you

gloomy acorn
#

hey guys, i'm trying to migrate a full project c++ to a new c++ project. I have changed all the c++ classes content to how they should be (based on this https://wiki.unrealengine.com/Migrate_content_between_projects#Migrating_from_C.2B.2B_Project_to_C.2B.2B_Project)

And below is what i've added to the DefaultEngine.ini

[CoreRedirects]
+ClassRedirects=(MatchSubstring=True,OldName="MyOldProjectName",NewName="/Script/NewProjectName")
+EnumRedirects=(MatchSubstring=True,OldName="/Script/MyOldProjectName",NewName="/Script/NewProjectName")
+FunctionRedirects=(MatchSubstring=True,OldName="/Script/MyOldProjectName",NewName="/Script/NewProjectName")
+StructRedirects=(MatchSubstring=True,OldName="/Script/MyOldProjectName",NewName="/Script/NewProjectName")
;+PackageRedirects=(MatchSubstring=True,OldName="/Script/MyOldProjectName",NewName="/Script/NewProjectName")
+PropertyRedirects=(MatchSubstring=True,OldName="/Script/MyOldProjectName",NewName="/Script/NewProjectName")
+ObjectRedirects=(MatchSubstring=True,OldName="/Script/MyOldProjectName",NewName="/Script/NewProjectName")

[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="MyOldProjectName",NewGameName="/Script/NewProjectName")
;+ActiveGameNameRedirects=(OldGameName="/Script/MyOldProjectName",NewGameName="/Script/NewProjectName")
+ActiveClassRedirects=(OldClassName="BaseCharacter",NewClassName="/Script/CharacterBase")
+ActiveClassRedirects=(OldClassName="/Script/BaseCharacter",NewClassName="/Script/CharacterBase")

The commented lines (with ;) are giving me an error if i uncomment them (shown in the picture Error 1) when i try to open the project.
also if i keep them commented and i open the project (after rebuild of course) it opens successfully, but the blueprints that are parented to c++ classes give the same error (shown in the picture Error 2)

Are the above redirects written correctly? Is there anything else i need to do?

P.S: I'm using 4.22 if that helps

regal yoke
#

how to move smoothly number 1 to 3

#

what math thing do i use

dim plover
#

Lerp.

sick escarp
#

Is it possible to make a character use multiple AAIContrrollers?

#

Or should I just use inheritance in that case?

mossy nymph
#

it is possible to swap them at runtime

#

but usually its sufficient to just inject a different BT

sick escarp
#

I know and I am using both multiple BT's and swaping AAIControllers

#

Was just curious if it was possible to run multiple controllers simultaneously

mossy nymph
#

its not

sick escarp
#

Okay, I'll have to think if I'll want to solve it with BB's or controllers then

foggy jetty
#

In a scene like this, I still just have 60-80 fps. I'm running on a 1080ti and i7-8700k and shadowplay overlay is not on.

#

Any clue why?

cloud cobalt
#

What's the issue ?

honest vale
#

because you're in editor

foggy jetty
#

I have 110-120fps at all times in other projects.

#

That have way more assets in scene.

cloud cobalt
#

First step is to compare outside editor

#

The editor performance is very unpredictable, since it literally depends on what's open in your editor, etc

magic sluice
#

After importing a static mesh (without any materials attached), every material looks like this. Streched in some places. How to fix that?

sick escarp
#

Seems like it hasn't been UV mapped correctly

magic sluice
#

ok, thanks

regal yoke
#

and wtf does this mean

normal burrow
#

Slyack you told it to die

fossil gale
#

Hello, a friend and me want to do a project together, I do the environment and he do the chara and animation. we have finish and we want to mix our work. Do you know how he can transfered his work to my Unreal Engine? (In Unity, it's a package but I don't know in Unreal 😦 ) Thank you ! 😄

regal yoke
#

how to then make it fk alive

#

i have been fighting hours with this sound shit

#

@normal burrow

normal burrow
#

Destroy was called?

regal yoke
#

here is blueprint

#

it should make sound when i move and stop when i dont move

#

there is that "stop" stopping sound but it never comes back again

normal burrow
#

Is valid you need

#

After delays as well. Seems like component kills self after times up

regal yoke
#

k how to fix this shit

#

or how to stop that fk sound playing after i release

normal burrow
#

IsValid

#

Will return false if it’s pending kill

regal yoke
#

where do i put that is valid

#

never heard about that

normal burrow
#

After delays and before usage of your var

regal yoke
#

dafuq

#

yeah i am going to jump to sewer

#

wtf is object here

normal burrow
#

ST1 and or ST2 are what are invalid

#

Don’t do stuff on them when they invalid

regal yoke
#

do you mean isvalid

#

like this?

#

wtf

normal burrow
#

Yeah But after delay

regal yoke
#

😃 🔫

#

how can that be fk after delay

#

there is no place for that fk red flow

normal burrow
#

Chill, you just need to not have a invalid target call. That branch should be used to avoid calling anything on something null or destroyed

regal yoke
#

like this?

#

@normal burrow no or yes

normal burrow
#

Yea try

regal yoke
#

i already jumped to sewer

normal burrow
#

Do the same thing for ST

regal yoke
#

how

#

cant put 2 of them to branch

#

@normal burrow

vernal thicket
#

@regal yoke are you trying to crouch walk with sounds outside animbp?

fervent sigil
#

Is there a way to make some object together with the 3d model (such as in Blender) that contains a list of positions that I can query later in the engine?
A bit like how you can create collision shape for collision, but I need a list of vertices (rather than actual shape), and it's not used for physics nor rendering

sullen rain
#

Guys while rendering i am getting the following error - does anyone know what this can be, i am trying to figure out from last 6 hours, but no luck 😫

#

Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 328] Direct3DDevice->CreateTexture3D(&TextureDesc, SubResData,TextureResource.GetInitReference()) failed at D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Texture.cpp:1031 with error E_INVALIDARG, Size=2560x1080x128 Format=DXGI_FORMAT_R16G16B16A16_FLOAT(0x0000000A), NumMips=1, Flags=D3D11_BIND_RENDER_TARGET D3D11_BIND_SHADER_RESOURCE D3D11_BIND_UNORDERED_ACCESS , Usage:0x0, CPUFlags:0x0, MiscFlags:0x0, SampleCount:0x0, SampleQuality:0x0, SubresPtr:0x0000000000000000, SubresPitch:0, SubresSlicePitch:0

fervent sigil
#

If you didn't play with any of the c++ rendering code, restart your pc. I know, I hate that type of advice, but it works.

sullen rain
#

i have done that

dim plover
#

Maybe it's a graphics driver issue.

sullen rain
#

there is no path leading to this in my pc - D:\Build++UE4\Sync\Engine

#

i dont know what it is referring to

#

My unreal is in D/Epicgames

fervent sigil
#

Are you sure it's not some intermediate building directory?

sullen rain
#

nope

vast fulcrum
#

"Size=2560x1080x128"
I'm not sure but isn't this supposed to be width x height x bpp ?

#

if so, it seems like something's trying to set up an 128bpp color environment xD

sullen rain
#

where do i change that, in the render settings ?

normal burrow
#

Float32 4 channel

vast fulcrum
#

I have no idea. when is this error popping up

#

oic

#

can anyone help me, since 4.23 I am facing some issues with loading times in the editor. when pressing Play in the editor window, loading takes a lot more time than in 4.22 (at least it feels like this is a version thing). is there a way to profile the memory during the loading of the project? so I can see what part of the project takes so long to load before opening the game.

#

Window->Statistics only shows pretty reasonable numbers

fervent sigil
#

that was a smooth change of issue

vast fulcrum
#

ugh sorry

plush yew
#

Hey so im new to unreal and should i start with 2d or 3d to start and as a beginner would it be better to start with blueprints or c++?

dim plover
#

There's pretty much no 2D, so 3d and Blueprints.

vast fulcrum
#

if you don't know C++, use Blueprint. it's much easier.

cloud cobalt
#

Even if you do know C++, still start with Blueprint

autumn trout
#

What is Vertex Color?

What are its benefits?

normal burrow
#

Do you know what uv mapping is?

#

Ufhs

autumn trout
#

yes

normal burrow
#

It’s like that but with color

autumn trout
#

What are its benefits?

normal burrow
#

Per vertex color interpolation. It’s not a benefit over something else as it is just a utility at your disposal

cloud cobalt
#

It's a practical tool if you need additional information for your materials to encode something

#

For example, color-coding areas of a vehicle that would take damage

autumn trout
#

ok thank

plush yew
#

What are some simple ideas to start with?

#

Like simple games to make

cloud cobalt
#

Pong !

plush yew
#

3d pong?

cloud cobalt
#

Probably more of a 2D game, but you can do it in 3D and have the game on a plane.

normal burrow
#

Pong pong

manic pawn
#

breakout but every time you hit a block you have to win a round of pong to actually break it

cloud cobalt
#

Was gonna add that Breakout is also a classic first game

plush yew
#

Thats a good idea Zeblete

#

And i agree stranger

normal burrow
#

Defender

cloud cobalt
#

One pretty famous presentation of making gameplay a bit funnier uses Breakout as an example

sullen rain
#

by any chance my render is failing because i am keeping the resolution too high ??

magic sluice
#

is it possible to change object's origin in unreal or should i go and try in some 3d software?

#

static mesh's origin^

sullen rain
#

5120 * 2160 output - GTX 1060 6GB 16 GB RAM i7 / 200 render scale

normal burrow
#

Short answer is, your better doing it in 3D software Donee

#

Long answer is, at the expense of a a scene component as root you can make a different pivot point

magic sluice
#

blender it is 😄

normal burrow
#

And there is also a way to set a pivot for placement of things but your better off making the pivot make sense in the 3D file

#

(Opinion)

magic sluice
#

but one thing i dont understand is in blender, the object has origin in it's center (as its supposed to be)

#

but not in unreal

#

i checked it just now

sullen rain
#

freeze transformation

#

try it in maya

normal burrow
#

If you set 3D cursor to where you want the pivot to be in blender you can assign it

magic sluice
#

im too amateur for maya (too expensive)

sullen rain
#

u can use student version

magic sluice
#

in blender, the object has origin in correct place

#

but after exporting and importing it to unreal, it has different origin

sullen rain
#

anyways, i follow this process - center pivot - freeze transformation, delete history and then export

magic sluice
#

found "lock location/rotation/scale" in blender, gonna check if that works

thick pulsar
#

The asset '/Game/CorridorMap_BuiltData' (CorridorMap_BuiltData.uasset) failed to save.

Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.

#

Any help with this error when i try to save ? ^

#

Asset '../../../../Corridor Environment/CorridorUE4 4.23/Content/CorridorMap_BuiltData.uasset' cannot be saved as it has only been partially loaded

#

I've tried deleting the build data file and re-building but doesn't fix it

normal burrow
#

Sounds bad

#

Look for other clues

cloud cobalt
#

How big is the data file ?

#

Corridor Environment/CorridorUE4 4.23/Content/CorridorMap_BuiltData.uasset

thick pulsar
#

37mb

cloud cobalt
#

Weird

#

I used to have this with a shitty Git client that locked files

thick pulsar
#

Problem seemed to occur after i bluescreened during a lighting build, now whenever i open the project the lighting is all unbuilt, it builds fine but doesn't save

cloud cobalt
#

You can always remove it

#

Since it's generated

thick pulsar
#

remove what exactly?

cloud cobalt
#

That asset

unique kraken
#

im in a slightly newer version of ue4 then in the course im doing

#

did this node change or something?

dim plover
#

Yup, it changed.

normal burrow
#

yes and your using the correct vector length there

#

the video you will run into and telling you to use the new version will tell you to use vectorlengthsquared

#

don't do it

midnight bolt
#

Hello, I want to work on the lighting for my level, however my final project will be using forward renderer with all baked in lighting. for preview purposes, is it okay to work in another project on lighting and then transfer it to my final? will the lighting be quite comparable? just simple point/spot lights. my meshes have uv etc. i just want to avoid building every time i make a small change to preview

unique kraken
#

@normal burrow can you help me out here? im trying to wrap my head around this

normal burrow
#

whats wrong

unique kraken
#

sec

#

so this here is in this course

#

and obvoisly that doesnt work anymore like that

#

so i have no idea how to get them connected

normal burrow
#

that be a pure node

#

which means it doesn't need teh white exec line

#

just use that in place of the blue node, connect directly to the set following

unique kraken
normal burrow
#

perfect

unique kraken
#

thanks verüüü much

lament star
#

UE4 needs a website for features suggested by it's users, kind of like Discord

next badger
#

i think uservoice was requested dozens of times for past years

autumn crystal
#

how can i get a keypress when the game is paused and a widget is open?

#

im trying to make it so that if you press Escape while in the pause screen it will take you to the main menu

#

but in the umg graph i cant add key press events

next badger
#

umg is not paused by default iirc

autumn crystal
#

ik

#

i pause the game then pull up the ui

#

it would be an ez fix because i could just do it in the level blueprint if the game wasnt paused, but it is.

next badger
#

you can unpause any actor you interacting with umg

autumn crystal
#

?

next badger
#

"tick when paused"

autumn crystal
#

how can i do this

#

nvm

#

im an idiot

#

thanks

lament star
#

@next badger so what?

next badger
#

nothing...as always

lament star
#

Does Unity do that?

next badger
#

we got your disabled VR plugins just now...after five years

plucky lily
#

Hi guys, I saw a video of Megascan and want to use it. The video shows a megascan plug in in unreal, but I cannot find a way to install it! can someone help?

lament star
#

not sure what you mean

#

Alex

plucky lily
#

I'm referring to Quixle library, there should be a green button on the top

next badger
#

if you installed the plugin

#

it will be

plucky lily
#

how to get the plug in?

next badger
#

its an option in bridge iirc

plucky lily
#

what's "bridge iirc"?

autumn crystal
#

iirc == if i remember correctly

next badger
#

bridge is quixel bridge...iirc is if i recall correctly

plucky lily
#

i see

frozen pond
#

do destroy actor also remove it from array ?

kindred viper
#

No. No. That is heretical routing. /grabs a ticket for the underground.

#

top tip. remove the array entry first. Then there won't be any accessed none/nullptr chances.

frozen pond
#

but i also need to destroy actor from array entry

#

i'm saving my actor list into array and want to destory it

next badger
#

you also can use validated getter

kindred viper
#

the array is a reference to the object. Once the object is removed, the ref wont go on it's own because the object doesnt exist. It's still there, it just has an invalid pointer to the reference

frozen pond
#

that is info i was looking for

#

so destory actor will "damage" entry in array ?

kindred viper
#

yeah

#

think of the array content as shortcuts to executables. If you delete the exe, the shortcut will fail

frozen pond
#

k thanks

next badger
#

it can cause issues but probably only in async mode

kindred viper
#

it can cause issues in more places than async functionality as destroy technically instigates a Pending Kill state first until GC ticks over.

vivid narwhal
#

Thanks @normal burrow ! that calcuate direction node has given me an idea

#

didn't work but was worth a shot

loud valve
#

Someone please help me, I've been stuck for weeks on this "simple" issue:
I want to make the Character movement: start turning mouse/controller (aim) it starts slow and speeds up? So not just slower controls but slow start of turning.
An aiming Curve.

coarse shale
#

thinking to print some UE4 sticker for our meetups, anyone have UE logo with high quality? i did search from google but it quite low res

thin gate
#

what the differenace between chaos and apex destruction?

#

pros/cons?

kindred viper
#

apex is static-prebuilt destruction. Compiled before play. Its tried and tested and works in a somewhat optimal way. Chaos is new, semi-dynamic, but comes with teething issues and isn't fully integrated yet. Still considered experimental I believe.

thin gate
#

alright thaanks 🙂 guess ill use apex for now

kindred viper
#

if you are planning to release something in roughly a year-18months or more. It might be worth using now

thin gate
#

might give it a try

kindred viper
#

its beautiful.

thin gate
#

i want to add it to the buildings in this game

#

you will never be really near but i think the new one would be sweet

kindred viper
#

if you don't want anything too complex, ie. just falling down from impact points, its usable for sure. FPS wise it might be relative to your project, but you can optimise it to a degree

#

and nice btw. Looks cool

thin gate
#

thanks

#

does chaos work on landscape?

kindred viper
#

not yet but I would imagine someday

vivid narwhal
#

Not on traditional landscape but there's a way

kindred viper
#

landscapes being what they are (specifically tasked optimisation based objects) it's to be expected. But then we are getting towards more destructible landscapes in general thanks to it being wanted

thin gate
#

so can you make like all the foilage and buildings destructable with ease

#

or do you have to set each one individually

kindred viper
#

foliage might need something one step beyond current implementation, but if you were to replace with niagara particles instead of foliage (replacing instances isn't quick though) then sure

thin gate
#

but it works with normal static meshes/

#

?

kindred viper
#

well yeah and no. You convert a static mesh to a destructible one and do the chaos magic with it. If you check out the Chaos Content Example in 4.23/4 it gives you a set of rooms explaining it all. Although not very well optimised versions :/

thin gate
#

ahh sweet thanks so much fellas

#

ill do apex first and play around with chaos 🙂

kindred viper
#

have fun 🙂

vivid narwhal
#

Right, try to take on this dodge function

molten path
#

does anyone here know how I can stop a sound ?

#

for example once my character stops sprinting

thin gate
#

you can always volume 0

kindred viper
#

sound cues

molten path
#

yes

thin gate
#

maybe put the sound on the actual actor

molten path
#

oh

#

mhm

#

not sure

vivid narwhal
#

use create sound instead of play sound and pull off the return value

thin gate
#

you can also attach it to the animation

molten path
#

alright thanks

abstract relic
#

Would attach it to the animation

thin gate
#

like split the foot hitting sounds into one

#

make a cue

#

that does a random one

#

or something

#

and play one when ever the foot hits the ground

molten path
#

ill try that out

#

thanks for the help

vivid narwhal
#

So...
Getting the Input Axis that returns 1.0 or -1.0 depending on whether the player is moving back or forwards
Can't use that for dodge roll because if the player is running backwards, they're facing the camera, and thus if I dodge they roll the wrong direction.

Tried to use "get direction" from the animation graph but that doesn't work either.

Any ideas?

kindred viper
#

if you have a forward vector, its the opposite

#

there are many vectors you can base it from that are independent of the controller rotation and mesh rotation. You just have to pick the right one

mossy nymph
#

you can just Abs the InputAxis before calculating the dodge

vivid narwhal
#

why absolute it?

mossy nymph
#

then it will always be positive for dodge calculation

#

so it won't get inverted if you're facing toward the camera instead of away from it

vivid narwhal
#

Forward vector works

kindred viper
#

😮

royal cobalt
#

Is there a reason ue4 doesn't remember my source control settings or last level loaded etc??

midnight bolt
#

any idea why i cant save my level? it always shows * next to the name, despite saving process

#

it just started happening, no real reason why, i did not do anything unusual

radiant haven
#

alternative to WorldMaschine?

#

free

frozen pond
#

how to delay while loop ?

#

delay after loop body crashes

wary wave
#

you can't - work without the loop

frozen pond
#

so branch and go back from loop end ?

wary wave
#

no

#

don't use the while loop

#

do what the loop does, manually

frozen pond
#

so just branch in this case

#

works thanks

inner vector
#

Hey, unreal mages. Quick question: anyone have much experience adjusting Time Dilation? "Set Global Time Dilation" seems to max out around 20x. Ideas on how to simulate at a quicker rate? Building a RTS style game and need + and - time dilation. Thanks!

molten path
#

I'm trying to get my start game button to work

#

But when I click on it, it simply loads the level and leaves the widget active

#

is there a way to make the main menu widget disappear once the level is opened?

#

As an example, here is what I see on my screen once the level is oppened

#

as you can see, the widget is still present

#

Figured out where the bug originates from, but idk how to fix it

#

Basically even if I start the game, the gamemode will remain that widget

weak hemlock
#

Does anybody here have any experience with Nvidia Waveworks?

grave nebula
#

depends.

quasi obsidian
#

Guys Is UE4 easier or harder to use then Unity?

molten path
#

defienetly harder

narrow charm
#

hey quick question, when you bind an action, is IE_Pressed only once when it is pressed, or every tick while the key is held down.

molten path
#

but it pays off

quasi obsidian
#

Why's that?

molten path
#

Basically, unreal has a better rendering way more options

#

I feel like they literally implemented everything I could ever wish for

#

and blueprint is pretty lit

narrow charm
#

The workflow is far more professional. Unity is easy but has a terrible professional workflow (.meta collaberation problems) so unreal is far better for industry standard work.

#
  • ue4 is open source so if you have a workflow issue you can open it up in vs and change it.
quasi obsidian
#

Mhh

#

I have used both a little bit.

#

But It's that time where I have a characer, have the animations and want to start something.

narrow charm
#

Unity prototyping is far easier than UE4, but its also way easier to write unsustainable spaghetti code in Unity.

quasi obsidian
#

I have a lowpoly survival/rp game in the making.

#

So I have to figure out which engine I'd like to use.

narrow charm
#

How much experience do you have in prog?

quasi obsidian
#

Very little with prog.

#

game prog

narrow charm
#

C#?

#

cpp?

quasi obsidian
#

HTML, CSS, JS is all ik

narrow charm
#

hmm

quasi obsidian
#

C# is what UE and Unity use

narrow charm
#

You're going to have a lot of problems with UE4 if you only have web lang esperience

#

no ue4 uses C++

quasi obsidian
#

I meant C++

#

Yikes im silly

narrow charm
#

All good

quasi obsidian
#

Mhh

#

Unity has a bunch of code online that could help me which is one thing I looked at.

narrow charm
#

How much language experience do you have with html/js/css

quasi obsidian
#

a lot

narrow charm
#

If you want, I could add you and dm you more about it.

#

to try and figure it out

#

let me get this straight aswell, you have models/anims but no engine experience?

quasi obsidian
#

Yeah could you.

#

@narrow charm Kinda

narrow charm
#

hm

autumn crystal
#

how can i make a progress bar fill with time?

#

temp is how long the map is

normal burrow
#

your divisions are wrong order

#

time / duration is what you want

autumn crystal
#

why you bully me XD

#

i spend like 10 mins trying to figure something out and you are like wham, basic solution

molten path
#

yeet

autumn crystal
#

like an anti do once?

#

lets say the top one is hooked to event tick, and i want it to be closed until the bottom one gets at least 1 input

#

this is what im doing now for it

#

i dont like it tho

rotund scroll
#

so real question, why isn't there an app on android for modifying blueprints

#

@autumn crystal use a timer

honest vale
#

android app for modifying blueprints?

#

sounds horrible

rotund scroll
#

cool, it wouldn't be mandatory to use it

honest vale
#

I'd rather have epic concentrate on something more worthwhile 😄

thick herald
#

No, make everyone use it

rotund scroll
#

ok but if it's mandatory to use the UI should be atrocious at the very least

next badger
#

Android will be released right after OS/2 version

vivid narwhal
#

@kindred viper turns out my dodge was working the whole time I just had somethingelse bound to the dodge key that was moving the character to a new location '-_-

lyric canopy
#

@autumn crystal It is called a Gate and what CranzEstebogen is saying is not the correct way to do what you want to do. Also tick should never be used for flow control

autumn crystal
#

wym flow control? @lyric canopy

rotund scroll
#

@lyric canopy you can omit the gate and have much more elegant design with a timer that requires no further work, whereas with a gate you need to take care of inputs for both opening and closing. plus in most cases you're forced to use tick anyway as a throughfare

#

so yeah, timers are correct and a more optimal solution across the board

#

@autumn crystal flow control is how the white thread flows through various checks

#

ideally you would want to never use tick if you can avoid it

autumn crystal
#

so how do i have an execution go as fast as possible?

rotund scroll
#

set a timer to run per delta seconds

autumn crystal
#

:/

#

doesnt event tick just fire an execution every frame

rotund scroll
#

yeah but it fires execution that you have no control over

#

so it's easier to disable it permanently in classes where you can and use timers to create tick speed windows of execution

autumn crystal
#

i dont see the difference, if i dont need control over the tick

rotund scroll
#

the tick runs constantly

#

the timer you can turn off

#

it saves performance

#

it optimizes your code and it makes you write better blueprints

autumn crystal
#

i dont have to worry about it as i want it running the whole time, i never want it to turn off

#

not really it takes 1 node splits them into 2 and gives you more options

rotund scroll
#

ok well it seems like you know better

autumn crystal
#

but if you dont want/need them then it doesnt matter

rotund scroll
#

so good luck

lyric canopy
#

A timer can replace event tick, but he should not be using a timer or tick and should be making event based code. For his little screenshot you should not be using a timer to control that, that is what a gate is for.

autumn crystal
#

^

rotund scroll
#

if he needs to check something per frame, he either needs tick or a timer

#

you're not going to get around that

lyric canopy
#

Yes of course ^ but do you see his image? He wants two inputs and one output

#

and the second input opens it

autumn crystal
rotund scroll
#

which is exactly what a timer does

#

in his case

#

when it matters per frame

lyric canopy
#

No it is not.

rotund scroll
#

when else would you have it check for when to open?

lyric canopy
#

idk why you are arguing about this

#

he wants a gate

#

a timer does not control flow

rotund scroll
#

it does

#

you can turn it on and off

#

that is the flow control of a timer

#

that is why it works

autumn crystal
#

i never want it to turn off

#

thats what you are ignoring

#

ive said that thrice

#

the only time in which i would want it to turn of is when the level ends, and when you change a level it ends everything anyways so it doesnt matter

rotund scroll
#

I wasn't talking about your specific situation, I was talking about what timers do

#

like I said do what you want

#

you're not going to listen anyway

autumn crystal
#

🤦

rotund scroll
#

so I'm not sure why you're talking to me

thin tendon
#

@autumn crystal The best way to speed your code up is by simplifying it as much as possible. And by adding as many breaking statements as possible. The further in it has to read each time the longer it takes. This can get really noticeable when you have thousands of lines of code. Using a tick is a bad idea because it will read in to its first stop each frame. You want to have your events fire in 2 ways. Using timers or you have other events that call them only when needed. If you have to make an event on a tick its a good idea to add an if statement right at the start "the very first node". This way when its not needed it only reads as far as that first if statement. Make sense?

autumn crystal
#

it is ALWAYS needed

thin tendon
#

Not always. For example if you have an inventory and you want a feature to update. You might not need it to update every frame. But instead update it each time you toggle the inventory as open

autumn crystal
#

unless you know a way to do, this without event tick, please tell me

thin tendon
#

So you want it to fire if the set time is less the the game time in seconds?

autumn crystal
#

ye

#

also these nodes are in a function

#

the thing going into the branch is the exec start of the function

thin tendon
#

Is this something you could call on begin play instead and then just add a timer to make it re-fire every so many seconds?

rotund scroll
#

^

autumn crystal
#

no

thin tendon
#

Is the purpose of this to retrieve some value like health for example?

swift hearth
#

Anyone know how I could make it so that only things inside a specific area are being rendered at a time? Like, I wanna make it so that while the player is inside a specific area/room, only that room is being rendered, instead of every asset in the level

thin tendon
#

@swift hearth World composition, rendering distance, Occlusing boxes all work

autumn crystal
#

i have this on a sequence node going into 3 functions they each do, spawning an enemy, changing the camera and changing the background

rotund scroll
#

level streams

swift hearth
#

@thin tendon I'll look into those, thanks

#

I figured I would have to divide the level into various levels, and make collision boxes that would teleport you from level to level.

thin tendon
#

The background and enemies could definately be done on begin play and with timers

#

The camera you could make a simple code set up that says at "X" seconds change to that at "Y" seconds change to this. Or even set it to button presses or anything you want really.

rotund scroll
#

@swift hearth it depends on the size of your levels or rooms

thin tendon
#

@swift hearth You could also use trigger volumes to hide and show

rotund scroll
#

level streams could also be used to create a continuous segue between levels

#

but if you want your levels to be discrete then your trigger boxes are the best solution

swift hearth
#

I'm making a sort of metroidvania style game for a project, so the rooms are the size of something you'd expect from those sorts of games. I'm still fairly new on how to optimize things in unreal

rotund scroll
#

2d or 3d?

swift hearth
#

@rotund scroll thanks, I'll look into those too then. And 3d btw

rotund scroll
#

I'd assume 2d but just to be sure

#

ah fair

#

well it might be a toss up between world compositions and level streaming now that world comp supports vertical levels

autumn crystal
swift hearth
#

I would've loved to make it 2d, but it's for a class, and I was mostly taught 3d throughout my studies.

autumn crystal
#

this is what i have for camera, pls do tell how to make this simple

rotund scroll
#

is...

#

that on tick?

autumn crystal
#

yes

rotund scroll
#

2 get all actors of class on tick

autumn crystal
#

yes

thin tendon
#

@autumn crystal If you have to use a tick. I reckon it would be better to make an empty actor. Have the actor hook up to a tick. Delay it for (how ever often you want it to update). The call a custom event inside call it something like "World Update". Then just add references to all the events and actors you want to update inside it. Doing this should in theory work the same as a timer event.

#

What this will do is still call every frame but it won't read past the delay while its being delayed

rotund scroll
#

I think the greater problem is going to be that the things that are updating aren't relegated correctly, since get all actors of class is used

#

timers would solve some of these issues, but they wouldn't make a dent in the performance black hole from 2 get all actors of class on tick

#

the code would have to be rewritten in a way so they wouldn't be needed, which frankly would take more time and effort than is worth for anyone on here

#

I appreciate you being a good samaritan though @thin tendon

thin tendon
#

ohh your right I didn't see those

autumn crystal
#

so is there a better way to change variables of another class

#

instead of using get actors of class?

thin tendon
#

Create an empty variable for the item you want to search for. Then on that items BP on begin play. Pass a copy of itself to the empty variable

rotund scroll
#

that's one way of doing it

autumn crystal
#

im not getting values im setting them

rotund scroll
#

yikes

normal burrow
#

doesn't really work this way

#

you could make an object blueprint that you feed all your instances of teh class to use

#

then you just change the values on that object

#

otherwise, going through every instance and changing the values is the way to do that

rotund scroll
#

event dispatchers that are implemented in each separate class would be better

#

observer pattern is a classic

#

plus you don't want a god object

normal burrow
#

do they look for a singleton then at begin play?

#

to attach the event i mean

rotund scroll
#

they don't have to

#

although you're right

#

if it's a global class already known then it works

#

e.g. game state

normal burrow
#

yea something like this

#

would reconsider why you need it to work this way 7000+. But with either approach its not real pretty

autumn crystal
#

i should just show you guys all of my code XD

#

you would be horrified

#

idk how to do alot of things then when i figure out ways to do things people freak out then are like, nope, no other way possible

rotund scroll
#

we do research when we don't know instead of opting for simple solutions

autumn crystal
#

i do too

rotund scroll
#

we also don't paint ourselves into a corner with statements like "IT ALWAYS HAS TO RUN"

autumn crystal
#

everyone just tells me something is impossible or they tell me something that i have no idea what they mean , then they dont explain it or they tell me somethings thats not even on topic at all

rotund scroll
#

well if this is what you do based on your research, you need to do better research

#

maybe just try and go with their advice but ask them to explain in detail how they want to implement it

#

instead of putting up a wall

autumn crystal
#

i do usually, and they just repeat themselves in the same wording 99% of the time

rotund scroll
#

I didn't see that at all when I was giving you advice

autumn crystal
#

"They tell me somethings thats not even on topic at all"

rotund scroll
#

it was on topic

autumn crystal
#

:/

rotund scroll
#

and it took someone else to explain you why, because you were being stubborn

#

in the end we're all volunteers here, and we want to help where possible

vivid narwhal
#

People have explained to you loads of times why something is impossible and you refuse to listen because you, and to quote yourself, "Don't take "No" for an answer"

rotund scroll
#

so pulling this kind of ish is really not in your best interest

#

word gets around

autumn crystal
#

i gtg for a sec git is killing itself in the bg so i need to speed it up

#

@vivid narwhal hey the other day allar told me something was impossible many times, i found a possibility not long after

rotund scroll
#

did that solution happen to include 2 get all actors of class nodes running on a tick?

autumn crystal
#

ok im back, github killed itself

#

no actually

#

it said my project was 2+ bg so i re-wrote it

#

@rotund scroll can you just checkout my project? so many things are interlaced that just changing 1 thing wont work. because of the inter connectedness

rotund scroll
#

why would I

#

it would take time and effort, and you haven't exactly been a model citizen all this time

autumn crystal
#

because if i tried posting images of everything it would be a massive amount of space

abstract relic
#

Oh geez. Someone burnt bridges.

autumn crystal
#

what?

normal burrow
#

You just kinda act like the help we offer is wasting your time 7000+, when we take the time to give advice intention is to not get to a place where you are digging out of holes so frequently

abstract relic
#

apparently your past behavour has removed opportunities to get advise from some knowledgeable individuals

autumn crystal
#

p@t its because so many people tell me something is impossible, but then i find a possibility

abstract relic
#

Only passively observed this instance. These are the consequences: burned bridges.

autumn crystal
#

so all of the time that they were trying to convince me that it was impossible was a waste of time

abstract relic
#

you've been dismissive and disrespectful of other people's time.

#

It's hard to recover once you develop a foul reputation, this is a very small industry. Be careful and consider your actions from now on.

normal burrow
#

shouldn't enter every situation with this presumption though, it makes it sound like your not listening to the advice behind the reasoning