#ue4-general
1 messages · Page 609 of 1
Hello, maybe someone can help with this - I have different values in Stat Unit in Editor and in Build.
Yeah, I know that "Game" time in ms is lower in packed because that how blueprint system works, its normal.
But it is really strange to see "Draw" time that low in editor version and that high in Packaged. Is it normal?
It looks like possibly some of the Game calls migrate to Draw in the packaged version?
Only a guess. The overall time doesn't seem too much different, a bit quicker in Packaged which seems expected
I like your screenshot, by the way :>
is it too early for chat?
@raven narwhal another gess is that something in the editor is ready or loaded or whatever while in editor for when you press play. Not sure either.
Like when you first load a project it has to compile shaders, but once done it does not have to anymore.
Sure someona must have a better answer.
You should always ignore Editor test values over packaged test values
by default the editor is limited to 120 and packaged unlimited
"LogDialogs: Warning: Suppressed: Propagating Vertex Colors from LOD0 to all lower LODs. This mean all lower LODs custom vertex painting will be lost."
Any way to get rid of this warning? It's flooding the log when i'm vertex painting.
does anyone know where to go if the unreal client isnt launching correctly? i cant seem to find an appropriate place to ask for help from someone working at epic
good question. I would go to the forum however. I doubt a passing comment in here would be picked up. Especially as Epic are still on holidays I guess
is there no customer support for unreal not launching properly ?
hi guys! i'm a newb/noob to unreal. could anyone link me a forum or video where i can replace the animations of the third person character? thanks!
its as simple as importing the new animation to the skeleton really
then you can switch anims around
well you know what you want to do. Slam that search term in youtube and scan the results. Should be plenty
thank you! :)
REALLY QUICK QUESTION!
If i work with static lightning some Meshes look compleetly dark while others are way to bright!
What can i do?
(They all use the same Texture)
(But different parts of it)
hi
This is a great PreViz tool, so that we can record in REALTIME, the FG, the BG, the Matte, and the Camera Track data (in FBX format, with zoom a focus) so that we can finish in NUKE the final composition with the OTOY same ORBX file we used for PreViz in UE4. Credit Oscar ...
how to do this kind of stuff i wanna learn
any one know any refrence tutorial
this is what happends when i press play
this is how my map is suposted yto look like
seems that all kinds of fogs completly mess up some kind of post prosc
somebody helps
Is that the auto export?
exposure
Does that turn instantly when you press play, or it turns from normal to super bright?
periodically
my sun lamp are overly strong but it wasnt showing in the edit viewport for some reason
yup
yup, well done for fixing it on your own :>
they sure can
I believe when both/all intersecting actors are set to static they shouldn't cause performance issues
I can't seem to make tesselation work on a mesh..? This is my material:
This is the result (wireframe):
I do not see any "bumps" added... am I missing somthing?
Settings:
it's a very large mesh, maybe it has something to do with it?
yeah if it's massive maybe the amount needs to be massive as well in order to perceive changes? have you tried to make an instance and see if you see any changes on the preview mesh?
hey Im having a random problem with physics mesh, I set up the ragdoll fine and I can spawn it in the world and its all fine but if I set the player to simulate physics (using the same mesh) its like its a different ragdoll and the collision is all messed up even though I checked and the mesh has the correct physics asset assigned
Hi. Is there a way to add a default weapon to a skeleton so that it spawns with that weapon? I put a weapon as a child of the the hand and it shows the weapon in the viewer but not when the skeleton mesh is spawned.
That is dumb if the only way to add a weapon is to spawn it and and attach it to the mesh.
for some reason my landscape doesn't load the textures in certain areas, it was working fine then this happened after 5 minutes of painting landscape material textures
did any one face something similar before ?
you have too many texture samplers in these components
change your texture samplers' source to "shared" in your material
hey guys! i've tried to look it up but can't find it, if i have a custom model with custom rig, how do i import my own walk/run/idle animations? thanks!
lol so many questions being asked and no one answering good lord
lol
Ok I got the weapon on the character using attach component but I do not like having to do it that way. What a pain.
is anyone here a collision expert?
hello again
how do i reposition and rescale my models?
ive imported one with blender and it looks too tiny and is rotated at the wrong axis
nvm i got it now
yeah i always ask dumb questions sorry
Anybody have any experience with setting up Xbox One to ue4?
@sudden agate thanks , it worked ... I've applied alot of solutions including urs and it worked fine 😄
Hi guys, why is my character not able to move with this blueprint?
hmmm
@hallow compass is it movable + simulate physics active ?
tommow
your likely telling it to move 1cm per second there
the get forward and right will return a unit vector of 1 cm
and axes are usually in scale of 0..1
your likely moving, just very very slowly
so
would disconnect the scale pin, set it to 1.0
multiply the axis value by 100 (1 meter per second)
and then mutliply the vector by that float
or
just pump it in as scale (the axis by 100) and keep direction as is
(unsure the point of that scale pin, and or if it takes unit vector only)
@normal burrow still no joy. @clever tundra it is moveable and simulate physics changes nothing
it is a Character ?
yes
I have bought a course on Udemt,. he has put mouse input in the player controller but the W,A,S,D in the character BP I dont know why
Do you know how to set a debug target?
while playing, ont he drop down at the top of the window set it to the pawn your playing as
I think so yeah. But it just shows constant input on the axis
the white wire should glow hot always
yeah thats correct
axis will pump every frame
yep so thats correct. but your still not multiplying by 100
this is correct right?
Hey is there any way to reduce the amount of translation that happens on a root motion animation from ue4?
in the blueprint tommow
add a float * float node
multiply Axis by 100 for both
and connect to scale
right now your telling the game to only move you 1 cm per second
it might be barely noticable that low
Nothing at all
this is an add node, you want multiply but one sec
im having a problem trying to change the gun model for the fps template
cant seem to properly make a skeletal mesh
im using blender
Nothing mate
get it back to where the wires are glowing tommow
What dose the different colors mean? Cause they are both skeleton meshes but one is pink and one light blue
one is a static mesh and the other is a skeletal emsh
get the window open separate from the viewport tommow.
While in game hold W and press F8. this should stick your character moving forward
then hover over the axis value
in the blueprint
and see what its value is
oh, can i change a static mesh to a skeleton mesh in unreal?
current value is 0
i cant do that with mine for some reason
it has an armature object
yet it doesnt seem to work at all
that was with holding W and pressing F8 tommow?
yes
I play in viewport and press W and f8 at the same time then I switch to the character BP in debug mode and hover over the axix value
Do you have a game pad?
I do
can someone help me?
Add a screen log on the input event too
recommend it just because gamepad is a bit easier to diagnose
are you exporting the fbx shadept?
So when I print string the value and press W A S D im gettig value returns
SO it is updating the axis value
ok
try disconnecting the scale
and instead
multiply the vector by float
then hook that in to direction
i'm unfamiliar with the add input node tbh
but when you disconnect scale
type in 1.0
Screen shot the settings in your character movement component first
Yeah tbh, just looked and the scale connection is likely what you want tommow.
No luck with that. here is the character movement settings
I BEG
i need help with ridig bodies in unreal
they all fail
the constrains arent wokring
and theres not a single video
ive been trying to do this for weeks
Even the multiply by 100 seems wrong at this point lol tommow
Can't see any settings there that would prevent this from working
Collision issue in the scene maybe?
I'm unfamiliar with pure bp input with movement tbh, I dunno if there is an additional function you must call to execute the added inputs
could certainly be collision
You shouldn’t need to
hmm
;-;
rigidbody needs a physics asset gloria
@normal burrow yes i am exporting in fbx
do you have one assigned on the skeletal mesh that has been configured?
i mean
What is the problem when you bring it into blender then shadept?
i attached one skeletal bone to the model
ah is the weapon a static mesh?

yes
Make the socket bone in unreal. Less messy
Unfamiliar with the fps example but I remember it has separate view and world models/meshes yeah?
No
is the gun just a static mesh attached to the bone then?
i need to attach a custom model as the gun
Add static mesh in the character bp> make it the child of the character mesh > set socket to the hand bone
just followed a youtube video and everything seems fine so I have 0 idea why I can't move. The mouse input works but I simply can't move backwards and forwards
er just brought the first person template up
Looks like the weapon is a skeletal mesh that comes with it
SK_FPGun
Wouldn’t matter. They just need to delete it
Yeah just shadept said they wanted to modify it, there should be bones when you import it to blender shadept
Ah
Wasn’t there a community project that was going to overhaul the template?
skeleton should look like this in blender @viral flame
yeah
Well
ShooterGame is the thing people jump into
and what ARK / PUBG was started on iirc
not BP friendly afaik though
believe this is the largely popular branch that does 4.23 https://github.com/Noesis/UE4-ShooterGame
haha yeah, rigged.
so how do i attach it to the hands
anyone any idea how this is done http://www.interkaos.com/grabs/sSh3KIsIWA.mp4
the small recoil whilst shooting
i tried using cameramodifiers
but they don't work so well
open up FirstPersonBP/Blueprints/FirstPersonCharacter @viral flame
find FP_Gun on the component list and change skeletal mesh on it to your gun.
I don't know how that specific recoil is made but in something I worked on previously, we just adjusted the rotation for the player
@spare kernel i do believe its all camera there.
my mesh isnt visible
Looks like standard aim code affair
i cant get it to be a skeletal mesh
did you parent your gun to the armature with vertex groups?
yea
when you export from blender you select the armature, the mesh then tick box selected only, turn off leaf bones , export geometry and armature?
@spare kernel your asking only about the camera? or are you trying to tap that into actual recoil as well?
well to me it seems its a camera movement with a bit of random spread
camera only seems to move with every shot
imo its all random spread that grows
and always tries to go back to 0
fuck this
yeah it looks like there's view kick and spread
i cant seem to even change the gun model fuck this
there is view kick but i don't think its affecting aim
this is giv ing me a headache
it is
you see my spread location change
to a slightly higher spread location
as im shooting
at least for basic view kick you can just adjust the camera upwards either instantly or over time for a smoother effect
@viral flame makes me wish I learned Unity 🙂
but there is a cone on top of everything randomly affecting things for shot after shot. I've not played fortnite though
i only began learning ue4
just mean, the aim cone could be making it look this way too
yeah i dunno i mean even my spread isnt that great
and no one shall speak such blasphemy of switching to unity
@viral flame not enough support material out there it sucks
prepare to pay for dark theme
You've got something wrong tommow, if its printing 1.0 when you press W
If you're using like a line trace for the shooting, you can adjust that by a random amount in a random direction
I cant even get a character to move hahahahaha
That's what I did in a shooter project and it seemed to work reasonably well for spread
guess i do really have issues learning anything
Hello weekend warriors
shadept, when you import it doesn't do it as skinned mesh?
idk
Hello everyone ! I recently started "Unreal Engine Blueprint Developer: Learn Visual Scripting" course and I finished the first section.But i have 1 problem In the video 15 (Packaging). The problem is that when I want to start the .exe file of the packaged game it won't open.But when I package it for Windows 32bit it just works fine.
My laptop is lenovo y520 , windows 10 64bit, nvidia gtx1050 4gb, 16gb ram
I dont have Avast antivirus
My videocard driver is updated
My UE4 version is 4.24
I also tried to run as administrator and tried different settings of compatibility
None of those options solved the problem
So please help me. Thanks for reading
@spare kernel that looks reasonably good to me :)
show us a picture of the import settings when you try to freshly import it
yeah but the recoil drops down
i might just have to do some fine tuning
trying to use camera modifiers
if you want the recoil to automatically come down, something you can try is make it stop doing it if the player moves it down themselves
i think as long as i try to keep it lerping towards 0,0,0
and only allow it to go upwards for the kick
are you using any learnable patterns? - this could also account for what looks like a bump up in view (in terms of aiming)
that way if the player doesn't move the aim down, it'll come down on its own, but if the player compensates for recoil, then it won't behave strangely
Enable skeletal mesh
i mean in the fortnite video, i was just holding trigger, not moving the mouse
I agree with HighTide
so you can see it comes down by itself
Yea but learnable recoil does stuff like this
not saying its out of the question though
yeah
If you did want it to affect aim
the up kick is always the same on that gun, but the spread is unpredicatable
it really should be as disconnected from the cmera as possible imo
then just applied on top of it
which makes me think its a view kick with a vrandcone
old games like CS had the same 'random' spread for each weapon which was programmed in per weapon
eh fuck this i cant be bothered to learn anything
@viral flame you might aswell give up trying to make a game if you are defeated that easily.
why isnt the weapon exported as a skeletal mesh?
lol
every time i import a skeletal mesh, i never have to tick that box, its already ticked
ikr?
i did but it just tells me to use the existing ones
is it pink?
there is a option to make a new skeleton
Set skeletal mesh to NONE to make a new skeletal mesh
set the skeleton to none
jee finally
You're welcome
birb knows best
I dont have any animation or anything, just a blank character BP with no mesh and I have added what I have sent over
just using the mannequin/third person template anim bp you mean?
No I have nothing . I am following a course on Udemy and we just made the Character BP, added the inpouts and added the movement BP. He clicks play and he can walk around with the camera
@hallow compass set the mannequin in at least
no idea if that will change anything, but i'm really at this point just trying to figure out why the thing isn't working like it should.
@viral flame go to the mesh in content browser and open it. in import settings adjust the import scale then press the reimport button to apply it
if this doesn't work, you need to rescale in blender apply transforms and re-export then reimport button again
static version is pointless now
its the armature then
you need to scale it down in blender and apply transforms on it then rexport
btw changing this doesnt work at all
am aware, re-read what i wrote
oh
Is it just me or is the built in tutorial in UE4 a little bit outdated?
added a cube with a camera, still no joy
haven't ever gone through it
yea tommow, add a skeletal mesh to the component named "Mesh"
this? It's still fairly experimental if I recall https://www.unrealengine.com/en-US/onlinelearning
No, I meant the little tool tips in the engine itself
I dont see no Max Angle setting
It's in there. Default is 45
Well where?
still nothing. Gotta be a bug
if it were a bug, then third person template wouldn't work either tommow
may be worth trying
its more likely you missed a step or accidentally hit something.
but if third person template doesn't let you walk around, yeah
finally i got it
how can i offset the camera a little bit tho
without moving the viewmodel
Would move the camera then un move the Mesh2P
I don't think there's a "view model" if I understood what you were doing
it's the same model that's attached to the character
so if you move the camera, the model will be in a different location relative to your view.. so you'd either have to adjust where the model is attached, or do some other trickery to have a separate view and world model
well
Oh sorry I'm talking about something different then :)
Mesh2P is the arms
yeah Mesh2P is the vm arms and FP_Gun is vm gun
theres actually no world model in fps template
hey is it possible to give ue4 access to my phone camera
New project guys, I have left the FPS for now. Anyone know why I am getting these lines?
This is a tessellated material
don't bake with tesselation on
@tawdry heath had a similar issue but that was lightmaps
disabling the tesselation fixes it?
If I use the non tesselated material it is fine
but Using this tessellated material has these lines
whats your tesselation factor thing?
What do you mean? I have purchased an auto material from the market
I do not do mobile development, which is why i didn't comment on it.
I would use google to answer your question
I have just used a non tessated material
Shame really but its the only way to get this to work
something about tess and shadows is strange 🤷
Without knowing, imagine something with the shadowmap and tesselation mismatches from viewing distance/angle
does make me wonder if landscapes and tesselation are not meant to be used together
you could look into voxel plugin which does support tesselation and caverns
how do we render particles with ray tracing transculency
Are the trees from the open world demo optimised at all?
Not really. Last time i checked they got no lods either. Maybe they fixed that since.
im trying to make a golf course
seems impossible so far. you cant even make smooth lines with terrain paintin
Simple things like creating a bunker (sand pit) isn't looking right at all
do somebody know how to make a blocky destructible mesh with VOX4U or without it ?
like this :
Is there a way to edit DefaultGame.ini while the editor is open?
Could someone help me with a relatively simple problem?
Anybody know what category of material a orange and green texture falls under? (EG. metallic, specular)
I enabled all the Chaos plugins, and there is the chaos solver object for example able to be created, but I have no fracture editor?
anyone an expert with ue4's collision? I'm getting strange inconsistent results from them
Set your meshes collison to complex
That's a great way to get inconsistent collision
Simple collision should always be prefered
@cloud cobalt so far there are three separate issues that I'm contending with
the first is that collision only works while standing still
the second is that despite not being physics objects, sometimes a projectile will push my pawn out of the way instead of hitting it
the third is that sweeps on overlaps only work, again, while moving
or well didn't mean to call you out, really if anyone has answers please let me know
Probably need to explain each of these in quite more depth. "only works while standing still" and what, all objects in the level fall through the ground if you move ?
projectile shoots, pawn walks on the ground freely
pawn enters projectile's collision, gets hit correctly
pawn stands still and projectile aims at pawn, projectile passes through freely
Which one is the desired behaviour ? How is the projectile set up ?
desired behavior is that projectile hits pawn
even while standing still
projectile is set up as a query with an OnComponentHit event
Sounds like the projectile does not check for collision while moving (probably wrong), but the pawn does (as expected)
possible, is there a fix for this?
No idea how your projectile code works, so no, but basically at the lowest level, the component is moving without checking collision.
I'm using a projectile movement component and a separate collision component that is not set as root
Well, this is probably the problem. Sub-components in UE4 are never checked for collision while moving the parent
So the colliding component is properly checked by other moving actors (against their root comps)
I see
But your projectile makes no attempt to check collision for its own components (other than root)
is there a remedy for this?
other than SetUpdatedComponent which does not work as intended
Make the colliding component the root.
Why does an object with physics simulate on not get influenced by addforce
and if that's not possible?
Then you need to subclass whatever you want as root, and override MoveComponentImpl in the subclass to reproduce the collision check for all child components.
About 100 lines of C++ for a simple version
thanks, I'll now go shoot myself
Two working solutions that you can start working on right now is better than it usually goes in game dev !
howdy fellas
it is above my paygrade however, especially given my limited knowledge with UE's cpp
let me just try something really dumb though
If you want the C++ override code, my version looks like that : https://pastebin.com/7UHwDnYB
so for whatever f'd up version, this seems to work:
threshold being the collision component
but apparently if and only if any other attachments are already children of the collision component
PackagingResults: Error: Unable to instantiate module 'zlib': System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> UnrealBuildTool.BuildException: Unexpected XboxOneCompiler version for GetVisualStudioCompilerVersionName(). Either not using a Visual Studio compiler or switch block needs to be updated
anybody know whats going on with my packaging?
@cloud cobalt appreciate it, thanks. if I can get around to understanding the cpp behind I'll definitely want to implement it that way
It's really a modified version of the source version in UPrimitiveComponent
That adds a loop on children and copypastes the checks.
Simple stuff, made even simpler because I didn't care
is it optimized or doesn't it really matter?
Well obviously if you have 9 child mesh components you're looking at 10x more expensive collision checks on movement.
It's not too intense here but I use that on 1 to 3 actors
that's fair
I'd probably have a few different projectiles taht would each have that, but I suppose there'd be a limit to how many projectiles are active anyway
wow
I just realized how much talent I have.
I'm really good at breaking my game : )
better than pubg,
@rotund scroll Use an overlap not the hit event.
I doubt anyone is going to have more fun playing that than Pubg 😂
for now, my game is inferior.
It does not have to be the root component.
...for now.
@scarlet birch same issues persist for overlap
I would usually stick with overlap, however I need blocking hits in this case
Look at my buggy mess >:D
@fierce forge Here you go. Vox4u in 4.24. https://github.com/foobit/VOX4U/tree/4.24
Some one forked it 🙂
I'm not sure which channel to ask this in, but I have a question regarding wind and SpeedTree in UE4.
Specifically about SpeedTree, wind, and physics actors.
Oh, wait a tick. Physics! That might be the one.
I'm constantly having to type in the cmd for r.streaming.poolsize to increase it. Is there a file or a setting somewhere where I can change it permanently ?
@thin tendon In your config Folder there is an INI file defaultengine.ini, [/Script/Engine.RendererSettings] Section maybe?
thanks mate
@white canyon Describe your simple problem 🙂
in one word or less to prove it's simple 😄
Initiate mind reading protocol
I know there are some free assets available -- I saw them in one of the tutorials that I did, I just dont remember where to find them -- can someone please help me out?
What is learn mind reading protocol?
Unreal marketplace and quixel Taholmes
Thanks
Greeting I m making a Paper 2D game, basicly I make a Camera Rotate, and I want to make when I rotate my Camera my enemies or NPCs Rotate at the same time and the same way with me, can be possible?
@gray shale Try #paper-2d For questions specific to paper 2d, you have better chance to get an answer, this channel is UE General channel, Less likely for specialists to lurk 🙂
@rotund scroll Ah. I only half read everything anyway. I do some creative stuff with collision that, at least I think, simplifies a few things. Extensive use of custom object types, channels etc...
@scarlet birch I've encountered both a bug and some dodgy code within the collision system today, to which I had to respond with workarounds that I'm not particularly happy with. but at least it's done
Anyone one knows how to exclude an actor? (Im trying to make a game where I can click and delete actors, and not myself)
@plush yew i cannot figure out how to make a top down character that moves with right click to move.
@plush yew alright thz
@white canyon The top-down template has everything set for you except the right Click part, right? and the right-click or left click are inputs, So just change them
@plush yew nice!
@plush yew is it possible for 2 people to work on the same project?
like, us, the two people in the general voice chat right now, we are trying to develop a game together.
My landscape brush tool is invisible
hey guys i was wondering how do i lock the z axis on my sphere
Hey People
Anybody has any idea why if moving the pivot point of a cube
with ctrl + middle mouse btn
and then setting it as pivot offset
doesn't seem to work on when trying to animate with sequencer
do you know how to lock the z axis when its moveable
yes its is posable its called multi user edatinggggggggg
i loined the voice chat
joined
Hey folks! My programmer just added some c++ to our project for the first time
And now I can't run the editor anymore
I'm asked if I want to recompile the modules but this is all that happens
I've made sure that visual studio and the proper SDK's are installed, so I don't quite understand why this happens
@jolly slate attach here the log from Saved\Logs folder In your project, so we can take a look
Have you tried to compile it in VS?
error C2338: Visual Studio 2017 versions 15.7 and 15.8 are known to have code generation bugs that affect UE4. Please update to version 15.9.
I'm not a programmer, wouldn't know how to do that
@jolly slate You need to update your Visual Studio version to the latest
Aaaaaaah that makes sense
When you get that error, most of the time the fix is to compile in VS
Cheers man I'll give that a shot right away
I'm just an artist on the project, doing any kind of compiling or even launching visual studio is black magic to me
Alright I updated but it's still erroring out
Crisis seems averted, I right clicked the uproject and selected "Generate Visual Studio Project Files"
Aand now the editor is running again
anyone know how to lock an axis when its moveable not static
@naive comet Could https://docs.unrealengine.com/en-US/API/Runtime/Engine/PhysicsEngine/FBodyInstance/index.html with bLockRotation be what you're after?
Container for a physics representation of an object
I'm probably wrong but I at least tried?
Does anyone know how I can fix this error?
LogEQS: Warning: Query EQS_FindRandomLocation_RandomBest25Pct over execution time warning. Total Execution Time: 29.62 ms
generator[0]: 7.17 ms (items:5712) (EnvQueryGenerator_PathingGrid_0)
From what I can gather the file FindRandomLocation is taking too long to work
So I've had some luck scaling bones up to make a character fat or skinnier but, now I need to make the physics asset work with the scaled up body... or do a second one and switch based on the character scale
swapping them? 👀
Yeah so say i have normal idle anim blueprint
and i want to swap to my rifle anim blueprint
i have to set it has a new instance on my mesh
is there anyway I can use my phone in a VR headset and use the VR mode in UE4
GearVR?
but have my pc render the graphics
lol nah i don't think so.
I just want it to stream the vr data to my phone and have my phone stream back motion and angle data
you might get sick from latency.
over USB C?
but you could probably do it
have no idea
I know the app store on ipad has Unreal Remote 2 which basically does the same thing but AR not VR
Would ask google if its even a thing to tether a phone for video out
what are the new node names for OCULUS buttons in UE4? it says "warning, old names deprecated".
motioncontroller facebutton 1-2 deprecated .
these are incomplete
it does not mention water rendering
I wonder what else is missing
is there a hotkey to change camera speed
scroll wheel
i mean speed
hmm yeah
Splinter cell style, scroll wheel sneaking
gamepad left X-axis isnt working for oculus motion controllers.
what is the new node name for motionController left thumbstick Xaxis. the notes dont mention shit
map it to what ? some steam keyboard shit ?
thats a decent guess and a terrible cop out on epics part
lolol, so ill just use "valve index" names ? ill try steaching that again
Nope
You make something named after what it does in the game and assign it to that binding
for example, i searched "x-axis" and only "gamepad cameup, and that didnt work
oh X_x manual project settings ? X_x ok ty. ill try that next
Yeah, this is what the person said
ty. i didnt understand. but now i do. tyvm.
Any good info on voip?
In game voip?
Yes
Not seeing much in terms of built in
apparently there is a builtin voice chat system that relays through the game server
I have never ever seen someone successfully activate it
Have you tried?
yes, it did not work
This got published recently. https://www.unrealengine.com/marketplace/en-US/product/simple-voice-chat-system
So I mean it's doable.
Does anyone have any ideas: https://answers.unrealengine.com/questions/940566/view.html#comment-940566-form I'm unable to boot into UE after upgrading to 4.24
How does the controller location works exactly? I noticed I can't get it in blueprints even though it's actor, yet I can in cpp.
Does that mean the location of it should always be the same as the possessed pawn?
what's the walkaround for findLookAtRotation using in orbiting camera? It doesn't work with pitches =~ 180
Combine rotators works good at some point but I don't know how to translate angle offsets to relative delta
UE4 rotators don't support pitch values outside -90 - +90
You get really weird results where values of other axis get flipped around to match
I think I missed that part on my first grade 😦
С Наступающим "Новым годом"!
Sure, Russian, why not
Hi there!
Anybody who has ever done this: https://youtu.be/-xvvncRvVCI
wall/box weapon resting (for increased accuracy) should be fairly easy to make from here.
?
If so how? I mean I know that I gotta do it with IK
I did it, though it was a terrible idea and resulted in shitty gameplay
Most shooters have a completely fake first-person weapon setup
U think you can send me some screenshots of how you done it?
Or the project file(if possible)
It was a decade ago on UE3 so no
UDK
Guys in unreal a friend of mine makes his character crouch
But it makes him hover instead
IRL you'd just lift your rifle up if it hits something
I think red orchestra 2 did it adequately
it would sort of snag the rifle like in the video above and then if you moved more the avatar would lift the rifle up
or so
Yeah, basically a "raise rifle when wall is close to your face" is much easier, nicer and more realistic
Isn't that just what most AAA shooters do? Seems way easier like you said
A lot of AAA shooters don't even go that far tbh
Ye, I've noticed it's more of a recent addition
I thought PUBG was one of the few big titles that did anything like that
and it can be super annoying in it lol
I'm 99% sure Far Cry 5 has it
okay the avaratar didn't lift the rifle up https://www.youtube.com/watch?v=wqdeSXFtKC8
SHARE IT TO REACH 0.5 MILLION VIEWS!
instead it put it downwards a bit
just render your first person arms infront of everything by doing a second render pass
isn't that easier said than done with a deferred renderer?
Overwatch seems to have an interesting way of how they do Reinhardt's hammer swing in first person.
I don't really understand how it works or how to explain it, but it seems to only happen in front of you -- there's no real length to it. Prevents clipping through walls.
https://thumbs.gfycat.com/EthicalFirmAmurstarfish-mobile.mp4
Can someone tell me how I can get my grass rendered over a larger area for me. Because if I go further away from where there is grass you can still see the ground without grass. Thanks in advance!
@frozen peak culling distance
I am new to Ue4 idk what that is 😄
Try searching on Google for "UE4 culling", or culling in general
Is grass rendering at longer distances actually going to perform adequately?
I always assumed that performance was the reason a lot of games just don't render grass at a distance
I guess it would somewhat depend on the amount of grass your game has
@cloud cobalt thanks
and @exotic thicket my game has an terain thats 32 by 32 so I think its ok
Yeah just curious if there's some more general purpose solution that would work :)
Okay ;D
Anyone know how to achieve this effect with a day-night cycle? Like, when it progresses to night, the reflections of the buildings fade to a more appropriate 'night' reflection? I've somewhat got an idea as to achieving it, but I would love some extra opinions! Any response is greatly appreciated, cheers
Something like that ^^
@ 4 secs on the right hand building
How can I change my cursor decal when I hover over a actor or character?
how can i make actor appear again after destroy?
i want my pickups to be respawnable
Make a spawner bp
Hello is Unreal a good option for me if I suck at coding? I know the basics of C# in Unity but Its hard for me to create anything from scratch so I was wondering if I would be better in Unreal with blueprints?
iS it possible that UE4 can have access to users phone camera or send images inside the game
Unreal is a good option, no matter what you are or where you are.
Unreal good
Does the games run smooth too or is it bad for low end devices because I want to make something potentially for mobile
UE4 games play smooth even with good graphics in mobile
And you can make bad graphics too
oh wow I end up lagging my mobile games with unity because of their post processing and my terrible code so I'm happy to hear that
@plush yew If you're going to build a 2D game, Unreal is kind of a terrible option. Other than that, it's a good engine for 3D work
I'm more of a 3D person yea I heard that unity is best for 2D
@cloud cobalt Can UE4 use phone's camera
No idea.
So uh. My datatable is editable, but I can't edit it. lol Ideas?
Why are you asking me ?
There is an android plugin that let's u do that
ok cool
Discuss GitHub, using source code to modify the engine, and the creation of engine plugins.
^android plugin with camera
Okay
Idk If it's the best or only way since I just googled it like right now
but seems like its good
I will test
How can I change my cursor decal when I hover over a actor or character?
I know how to do that but I dont know how to change from cursors
Like I need the node that senses other actors
hello , when i'm making a destructible mesh on ue4 2.24 the destructible mesh is not working , this is the static mesh : https://imgur.com/a/2QJvM6X and when i make it destructible mesh : https://imgur.com/a/5YfMw62 , if i fracture it , it will disappear , i tried on 4.20 , 4.21 , 4.22 , 4.23 and it is working , but when i try on 4.24 is not working , i tried to reinstall the version but nothing .
Any news on 4.24.2 ?
i want it to be vertical game not horizontal
you can select screen size on the top right
i fixed it
is it posible to make actor play animation when respawn or like when character gets nears?
of course
to play animation when respawn just make custom event or event begin play
and to play animation when character is near, make like sphere collision to your actor and then add when overlap event
@midnight gate
I'm having trouble opening my project, editor just hangs in loading with 0% cpu usage. Anyone know a fix?
@regal yoke yea but how do i make an animation for an actor object
Does it have skeleton or is it just object
@midnight gate
a simple scale up and down
Anyone know how to paint foliage vertices properly with wind information?
when its near it plays the scale up and its gone it plays slace down
@regal yoke no spining
Just use a timeline node
i dont think it can scale up and down an object
use that one
no its just gonna slace it up super fast
not animate it
i dont need it to happen in 1 frame
use math things
???
Use timeline node 😑
idk how to use timeline node
Look it up
im bad at that
(Which you use timeline node for)
im confused
How to make sinusoidal graphs inside UE4? Is it even possible?
Need to show a graph inside an equipment(inside the scene) which will depend on user inputs. The user will be able to see it in-game.
I’d use a 3D widget QZOe9. It’s possible to make it in a material alone but using bindings in a widget will be more streamline.
how
You can use a material with a texture, or draw the function in material, or use a graph widget and UMG
Many ways to do it
how does material slace objects?
i need the simpliest way that works
but none of these seem to work
Answering to @solemn siren
I don't know why this delay of mine doesn't work in UE 4.22, can anyone help me? It prints that it has enabled, but the delay is not completed to print it has disabled, I do not understand why this happens
the instructor corrects this bug by adding this cast, I did the same thing but this basic delay doesn't work
@abstract relic @cloud cobalt are you aware of any online resources which may help?
Learning materials is probably going to help
I don't know if it's a bug in UE 4.22 😦
@cloud cobalt Thanks!
hello , when i'm making a destructible mesh on ue4 2.24 the destructible mesh is not working , this is the static mesh : https://imgur.com/a/2QJvM6X and when i make it destructible mesh : https://imgur.com/a/5YfMw62 , if i fracture it , it will disappear , i tried on 4.20 , 4.21 , 4.22 , 4.23 and it is working , but when i try on 4.24 is not working , i tried to reinstall the version but nothing , can somebody help me ?
Does anyone know if deleting unused assets in your project will reduce the packaged size or is anyways only the used stuff getting packaged?
everything gets packaged afaik
set up your maps to package properly in the project settings
only referenced assets will be packaged
^ if maps not set, ue4 will package all the assets
also iirc ue4 has setting to exclude assets from packaging, yet it may break the game if you won't be too careful
Only work if I call with Event Begin, I try most way for overlap, but failed
All alternatives failed, only Event Begin work, but I need work delay in overlap
you can tput a delay node inside a function graph
@plucky cosmos
Have the bp window open to see what is happening.
If you belive its not working you can have a bool var set to true when overlaped, and false when overlap ends.
You can plug the event tick print the var to just an idea.
Anything overlaping will triger it.
Make sure nothing is overlaping before play starts.
If you want to filter you can add a tag to a certain actor check for tag, and if ok do it.
If you have more instances you will have to select the proper instance to check when in play as it will only default to the one you want if you only have 1.
Shift f1 if i remember well, can show your mouse again wile in play.
You can add break in certain nodes in the bp.
All this may be usefull for you to figure out what is happening.
@plucky cosmos
How do I query a skeletal mesh' s current LOD?
Hello everyone
i kidna forgot how to add a contstant
soo how do i add a contstant
nvm
I bet there must be something implemented in the engine for this
polar coordinates?
I have two vectors, need to find Yaw and Pitch between them
you need to get the vector between the two, subtract one from the other
ok and then?
@night bridge any 1 value number is a 1 constant.
You can have 1, 2, 3,4 number constants
I've imported my terrain from worldmachine, but the texture layers look funny, i was wondering how i can get information on what is going with the material
3 is a color, 4 a color plus an alpha. One for each chanel. @night bridge
Shortcut for it is to hold press 1 2 3 or 4 key and right click in the graph
You can convert any non constat number to a constant by right clicking the node
@brave salmon subtracting two vectors will give you the diffrence between them in terms of world space,, the space they are in.
For what you want i belive you have to do some magic with dot product Dot node,, or there is probably somethingbfor it
@brave salmon https://stackoverflow.com/questions/39664701/how-to-get-the-angle-pitch-yaw-between-two-3d-vectors-for-an-autoaim
you ui scaling is fucked
bruh i made a particle system to make fog
and in the editor the color is black but when playing its normal foggy white
i guess thats ok
@dim arch yeah that's what I asked. Projection matrix and acos(dot) seems ridicilous at this point... FindLookAtRotation is supposed to work but Pitch > 90 is fucked...
should be a walkaround in this case
wait wut
spent 3 days already looking for the magic node
So the open tabs dont restore anymore upon closing and reopening the editor which is really bad
ok so i have this skeletal mesh with a cape i gave cloth paint to, but when the wind comes from behind the cape clips the armor. How do i fix this?
set the window size in project settings
ok i fixed the color thing
now the fog is too thick cant see anything
im gonna make it less thick
omfg all I need is AddLocalRotation
ok i guess the fog is good now
I need to run custom program once Unreal Project build is finished. How can I do that?
Using PreBuildSteps in .uproject file allows running custom program before build. Is it possible to run program once build is finished?
i have been working for like 30 minutes or maybe even more just for some good fog
atleast im seeing some progress
@light coyote Sorry for long time... I've been looking for more information and I'm testing the delay on a very basic basis, which is when you have begin overlap, it displays 1 message, 5 seconds later, it displays another message, and from inside the begin overlap function the delay, the second print does not work. Collision work, but the delay does not. I tried other functions like Set Timer by Event and Set Timer by Function, but unsuccessfully with begin overlap, everything works wonderfully if I call the beginplay function, but I need to work with begin overlap.
@plucky cosmos im unsure on thenproblem you are having.
But you should not have much trouble in theory.
@light coyote
I'm finding that delay and timer functions don't work if called from begin overlap
Beguin overlap is called once when beguin overlap starts.
If you en overlap, and re enter, it will get called once more.
@plucky cosmos are you sure.
Have you seen the flow in play time having the window of the bp graph while you test it
??
The first print is occurring, so the collision is successfully identified, the problem is the delay that doesn't run later, it can't complete and print the second print, which happens after the 5 second delay
@plucky cosmos ok yes.
But have you seen with your eyes in the bp graph aswell?
What i mean is that you may see something that verifies what you say, or maybe you see something diffrent and makes you go,, wait a sec..
When in play on the top you can select wich instance to debug.
If you only have one of that bp, it should automaticaly be the one you see as soon as you press play.
@plucky cosmos
My breakpoint stop here, I go next, but in Delay dont continue, delay not Completed..
In my game, show message "Actived"
but delay don't completed 😦 BUT... If I try change begin overlap for begin play, delay work with sucess
I try create event custom CheckTimer and call with Set Timer by Event, but if call with begin overlap, dont work, with begin play, work....
I think delay/timer dont work with begin overlap
@plucky cosmos create a widget with anything in it and add it to the viewport after the last print,,,, if itgets added to the viewport but the string does not get printed, it may be just the print
The print is only ment for debuging,,, maybe that is the issue and something wierd is happening.
how would you transform your players controller into a dog with different controller (dog as example)
basically to shapeshift human into a bird say with a flying controller like lost ember game
your controller does not have to change, it can just pass the input into the controlled pawn and the pawn can determine what it does with the input.
you technically don't even need to do that as the pawn itself can determine what it does with input automatically using input nodes you just unpossess the first pawn and possess the 2nd and let it handle it's own controls
hi. i want to set my character to jump. it didnt move the actor at all. how to fix this ?
You don’t have character movement component in
Uh yeah hellatze, why aren’t you using Character for the base blueprint?
let me try again.
@light coyote solved, changed as check functions for bp player and not on the object (magnet), this way has become even more logical, or my BP player who needs to check if the feature has been activated by going over it, and not my object evaluated if it was the player who overlap. Now work delay with begin overlap! xD
thanks for advanced! 🙂
whats is your "jump value" variable set to?
@grim ore 20.0
20 is tiny
20 is very small you might not be noticing it. ignoring that this is "setting" it to 0,0,20 in the world
this will not add 20 to the current location
and ignoring that, do you know if your actor is even getting the input (the Jump input action)
hey guys, is there any way to contact or comment on something that did not get turned into a bug report because the person reading it misunderstood the query?
@plucky cosmos congrats man (:
xD
@grim ore how to know that ?
i change the jump value 2.000.000 btw
still the same
@grave osprey have you told the actor to accept input?
There is a lot wrong there matheww
put a printstring after the inputaction Jump to see if it's even receiving input
i got all confused now
It’s bomb bp that is using input right hellatze?
input is generally handled Player Controller -> Controlled Pawn
if this is just an actor that is not being controlled you need to tell it to accept input
it actor are controlled / i posses the pawn
it work to move left and right.
this is full bp
well that's a good start. Like someone suggested you can add a print string to see if the jump is even being called
InputAction Jump -> Print string, then see if when you hit the jump key it prints the string
20000 meters in sky?
well it would be 2000000 units high at this point
the camera should follow the object
if you are trying to make a rolling ball why not use the jump code from the rolling ball template?
@arctic sonnet export it as fbx (assuming it's a mesh you're talking about), then import into blender
@grim ore no. its handmade from scrach
hi all. stupid question. when i make children of a blueprint for a item system and after saving it the children it gets empty if i reopen it to edit it. did i make something wrong or is there a way to reopen the blueprint from the children to edit the item informations etc.
ok... sooo... if you are making a rolling ball why not use the jump code from the rolling ball template?
i set value to 100.000 the ball didnt jump but it still print
yes. thanks, impulse is node i was looking for
Use it on the thing your torquein
yes. it worked. btw why i cant use the set actor transform ?
@lethal cliff that certainly looks weird. the toolbar seems to be missing the nodes related to blueprints like settings and defaults. What is the parent class?
is that mean i have to disable physics ?
Maybe you have other things also setting location?
@grim ore its an actor parent class. thanks for the reply, i could reopen the blueprints and viewport again under the window tab. thanks for your time and sry for wasting it.
weird that happened but yay for a solution
agree, as long it all works again im fine
can you add a component at runtime in BP?
or at least enable and disable components in BP?
sure
what set actor location really do ? it teleport actor to desired location right ?
@kindred viper how?
well its a basic thing to do. I would simply advise a youtube tutorial
@grave osprey it does what the name suggests, it's sets the location in world space
there are flags for teleporting (physics) and sweeping, but otherwise yes, it just moves it
oh. thanks.
@kindred viper i cant find any youtube tutorials
it's really easy to do in unity but in unreal i cant seem to find how to do it...
might be best to use Unity then.
There is a deactivate and activate node on blueprints at least :)
it's a group project and we're already over half-way into unreal
Perhas that's what you're looking for
@exotic thicket i tried that but it doesnt do anything, the component is still visible in-game
isn't there also a rendering on/off thing
Tbh I would have expected deactivate to stop rendering it
me too but it doesnt even disable collision
hmm, set visibility can make it invisible but it still has collision, etc.
there should be a way to disable/enable components just like in unity
Have you tried using actors and enabling/disabling those? Maybe that would work?
Is it true that Static Lighting Lever Scale * Indirect lighting quality should equal 1?
where do you find set control rotation ? my blueprint doesnt exist.
iirc that's in the player controller object
so if you get that you should be able to call it in the blueprint
(I never had much luck using it for anything though, but it's entirely possible I did something wrong)
@plush yew There is not out of the box, changing visibility and collision when you need it is normally how you would handle what you want
calling the SetActive function on a GameObject in Unity does a bunch of stuff under the hood to help you out. Out of the box Unreal Engine does not have that function but you can create a blueprint function library and replicate it if you want.
many ways depending on the goal, what is the goal.
@grim ore Its now overlapping all the time because this enemy shoots bullets. I dont want it to overlap when it shoots the bullet
the item that overlaps when this is called is the Other Actor. If you want it to just ignore bullets you can check to see if the Other Actor is the bullet class (Cast to Bullet) and if it is do nothing
alternately if you only want it to overlap with other things, check if the Other Actor is the other thing and then do something only then (so you ignore everything but that other thing)
alternately you can use blueprint interfaces on items you want to interact with and only interact with those
you can have it spawn with no collision if you want then have it turn on later sure, you can set up the collision on your collision box to ignore the bullet collision channel if you set one up, you can move the bullets spawn point out of the collision box, etc... there are many things you can do
Is it possible to combine 2 input to execute 1 purposes ?
@grim ore i see, is there a way to add or remove components at runtime in blueprints however?
.... add component
... remove component
@wary wave i cant find those nodes
they exist
adding generally requires you to 'add X component'
i.e. Add Static Mesh Component
but you could actually use the API docs;
https://docs.unrealengine.com/en-US/BlueprintAPI/Components/index.html
Components
they exist for a reason
though looking at it, those API docs are woefully incomplete 😐
🤦♀️
so, never mind