#ue4-general

1 messages ยท Page 610 of 1

plush yew
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@wary wave and then it's remove instance to remove the component?

mossy nymph
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they do need Self to be an Actor, or an Actor reference

plush yew
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@wary wave yeah no, still dunno how to remove component

wary wave
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detach it and / or destroy it

plush yew
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ah, didnt know there was destroy component

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thx

exotic thicket
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I've definitely noticed the unreal api docs to be a bit lacking in general... thankfully most of the time it's reasonably clear what all the things are, but on occasion there's some parameter or such which isn't - and the documentation never has any examples of what things do

hoary silo
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I encountered a bug where whenever I create a destructible mesh, no matter what I do it always uses the 400x400 wall mesh (im using apex destruction)

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does anyone know how I could fix this?

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I also cant fracture the mesh

fierce forge
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@hoary silo what version are you using ?

hoary silo
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2.24

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*4.24

fierce forge
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at me it's worst , when i create a destructible mesh i see just a plane

hoary silo
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I figured what ever the first mesh you create a destructible mesh with in the project, it will be the one that stays if you understand what im saying

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I guess epic wants everyone to use chaos now

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it might be intentional

fierce forge
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yeah ๐Ÿ˜ฆ , if i'm using 4.23 or other version is working

hoary silo
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yeah it sucks

fierce forge
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it's chaos better than apex destruction ?

hoary silo
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much much better

fierce forge
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really ?

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i can do the same thing ?

hoary silo
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apparently so

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yeah

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i cant figure out how to use it though

fierce forge
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like breaking a glass with a bullet ?

hoary silo
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i believe so

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i dont know much about it

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i dont even know how to turn it on

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yeah

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why did you delete it?

fierce forge
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the messages ?

hoary silo
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yeah

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the same thing is happening to me where the texture will be there on the mesh

fierce forge
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i just wanted

hoary silo
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oh

fierce forge
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i think i will need to make a shooter without this feature

hoary silo
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yeah thats too bad

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i want to put it in my game as well

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just try to get chaos destruction working

fierce forge
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look in dm , i want to know your opinion

azure shore
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hey how would I make simple wall climbing?
so just the player touches a surface then rotates to that surfaces angle and can walk along it

hoary silo
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VR or regular monitor

exotic thicket
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if you're using a character then that's gonna be a bit tricky to do, at least if you literally want to rotate it to walk on an angled surface... the character movement system just doesn't support something like that at all

copper wave
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Hello, anyone know why my actors are getting placed ontop of a collision sphere in the level editor?
I don't recall this ever happening, I am on 4.23.1

azure shore
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yeah this is a character, the rotation seems to work sort of but not reliably like I can only do it with casting from event hits and then idk what to do with movement

exotic thicket
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You could try implementing a custom movement mode for it

viral sluice
grim ore
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when you preview the animation itself not in the blend does it move the character like that ?

misty sandal
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@grim ore your youtube videos are great, thanks for all the help!

viral sluice
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Yes, it also moves like that when playing the character

abstract relic
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Is root motion on?

viral sluice
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It's not. Checking root motion makes clear that the ending position of draw sword 1 doesn't match the starting position of the draw sword 2. Is there any way to blend the ending of the first animation with the start of the second animation in the anim montage? Or, Where should I blend those 2 animations so I can use them as one?

silk mural
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Do we still need to compile a custom build for Chaos Destruction to work ?

abstract relic
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Youโ€™ll need to fiddle with Blend in, Blend out, and try nonlinear curve

normal burrow
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Yes nRs but idk if chaos is compiling on 4.24. Would check #engine-source

rotund scroll
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anyone know if GetClass from actor requires a cast to return a subclass?

cloud cobalt
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No, it should be the actual class

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Casts are only useful to tell the compiler "I know this is actually an instance of class X so let me use X methods"

rotund scroll
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just wanted to double check, thanks

tawdry sigil
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Hey someone here knows about world creator 2 ? And can tell me the correct Resolutions for import to UE 4

regal yoke
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how to keep working with same project but in different computers

warped tangle
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source control like Git, or Perforce

regal yoke
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okay

warped tangle
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you could also put the project on an external harddrive and work off that but you chance corrupting it that way

torpid bluff
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any unreal engine expert here??

spare kernel
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don't ask to ask, just ask

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post your question, someone will respond if they know the answer

tawdry sigil
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i asked but noone can help me ?

warped tangle
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generally means nobody knows the answer unfortunately

spare kernel
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maybe no one is online who knows anything about world creator

tawdry sigil
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thx i try it

fierce forge
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Can somebody help me with this ?

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when i'm making a destructible mesh on ue4 4.24 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 .

tawdry heath
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how could I reduce foliage lag? Cull distance and simple collision hitboxes have helped. I have a lot of trees and grass

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is there something else I should do like changing the animation or something like shadows?

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I'm not sure where most of the lag comes from I'm very new. I'm guessing it's the grass animation?

abstract relic
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Consider level streaming and world composition

scarlet birch
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Have you setup LODs?

plain flicker
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Has anyone here used the Advanced Social System?

real rain
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Hi all, I'm curious how I can add some ambient light to my level? With zero directionality, just bringing the 0 level of light up from complete black

exotic thicket
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One way that I found you can do it is use a default PostProcessVolume, and give it an Ambient Cubemap

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you can then adjust its tint and intensity

real rain
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ah okay, i'll give that a try, thanks

scarlet birch
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Isn't that what a skylight is for?

polar shore
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i'm trying to import a mixamo animation

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and it's just importing the character

real rain
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yes i've tried with a skylight, i cant seem to get it to light without directionality

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im trying the cubemap thing now, my level is still just black

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will it require lighting to be rebuilt?

polar shore
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chris

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use a point light

real rain
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ive also made sure my pp volume is unbound

scarlet birch
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umm no.

real rain
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point light is directional is it not

gray shale
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Greetings, someone Knows how i can make a Animation First Before doing a gamepause?

polar shore
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point light is directional

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but not a specific point

abstract relic
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Skylight isnโ€™t directional. Itโ€™s basically gamma

scarlet birch
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It's been a while since I messed with it, but doesn;t a skylight need something like a cubemap or other background to work?

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That may be why you had issues with it.

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Yeah.

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"The Sky Light captures the distant parts of your level and applies that to the scene as a light. That means the sky๏ฟฝs appearance and its lighting/reflections will match, even if your sky is coming from atmosphere, or layered clouds on top of a skybox, or distant mountains. You can also manually specify a cubemap to use."

abstract relic
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Itโ€™s not needed to get it running

scarlet birch
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No, but if the background is all black, it doesn't really do anything.

rich reef
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Do you guys have any idea what the cause of my mesh turning completely black might be? Its exported from Blender with Lightmap pack UV maps (UV map designed to work well with UV map based lighting)

Imported into UE4 from a .fbx

(Please ignore the house in the background with weird lighting, it got messed up UVs)

polar shore
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daniel

rich reef
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Hello

polar shore
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i think it's the lighting

rich reef
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I did try placing a spotlight right next to it if thats what you mean?

rotund scroll
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when is a variable set as a copy in blueprint, and when is it a pointer? I'm experiencing issues with a pending kill that shouldn't technically matter since I have a copy of it and am acting on that

polar shore
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i always use point lights

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try that

rich reef
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Alright, I will try that

scarlet birch
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@rotund scroll Usually if it's a pointer in BP the little circle for the connection turns to a diamond.

rotund scroll
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@scarlet birch that was my interpretation as well

polar shore
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i'm trying to import a mixamo animation and it's just importing the character

scarlet birch
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some of the select nodes use pointers too, I think

rotund scroll
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however I'm just making a variable and setting it, not using set var by ref

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which is why I am hella confused about why it matters that the original actor is pending kill

rich reef
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Thats a point light

scarlet birch
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What kind of variable?

polar shore
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it's being lit

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look closely

scarlet birch
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type

rich reef
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Oh

rotund scroll
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actor

scarlet birch
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actor is going to be a refernce

polar shore
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increase the intensity

rotund scroll
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@scarlet birch I see, is there no way of getting it as a copy? I just need the data extracted from it, not actually change it

rich reef
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What should the intensity it cd be?

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Currently I have it set to 144 cd

plush yew
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is there a glossary of unreal terms for shaders?

scarlet birch
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If it's an actor in the scene, you're creating a reference to it. Can you do an isValid check on the variable?

polar shore
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try turning it up all the way

rotund scroll
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@scarlet birch sure isValid is never going to be true so I can't grab the data

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unless I can use something like hit result instead for the data, but it seems strange that you cannot just extract data from an actor

rich reef
scarlet birch
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Can you just grab the data before the kill? and not the actor?

polar shore
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move the light back

rotund scroll
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@scarlet birch not possible unless there is a way to kill on the next frame after the grab

rich reef
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Oh

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Should the mesh be outside of the lights sphere thing?

polar shore
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i think so

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try that

rich reef
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Alright, 1 moment

scarlet birch
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You can't really do anything after the kill is pending. I'm kind of confused what it is you're doing.

rich reef
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(All the issues Map check have found are related to my messed up mesh, not the one that is black)

polar shore
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increase the source radius?

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after that try a point light

rotund scroll
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@scarlet birch trying to get access to several variables from an actor that is dying

scarlet birch
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You're going to have to get it before the kill is called. Either with a delay or something else.

rotund scroll
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sweep results or hit results won't work either?

scarlet birch
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Not if the only place they exist is on an actor pending kill.

rotund scroll
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huge bummer

scarlet birch
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Is this a character?

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Can't you just use what ever event triggers the destroy, or the on destroy event to get what you need?

rich reef
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Turning up the source radius to max didnt seem to do much

Please ping me on further replies

rotund scroll
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@scarlet birch well no, because it's another actor that needs the info, and I don't want to make some hacky code where the dying actor passes on the data just because there is no other clean way

scarlet birch
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It's hard to make suggestions in the dark. I don't know what your knowledge base is either.

rotund scroll
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and for it to be non hacky, it'd have to be part of a hierarchy where it would literally never be used except in this one damn case

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I can handle advanced level stuff

scarlet birch
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You could listen for the onDestroy in the actor that needs the info or make an other event dispatcher

rotund scroll
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I'd have to bind it as soon as it comes in for that to work, since the other actor has no prior knowledge before it hits. it's a projectile in this case

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I almost feel like I need to disable it instead of killing it then cull it later a la gc.collect

scarlet birch
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Ah, ok. So when a projectile is destroyed you want what to happen?

rotund scroll
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just extra data about the projectile

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extract

scarlet birch
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Is it the actor that is hit that needs the data?

rotund scroll
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yes

scarlet birch
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ok,

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What info? is it like velocity, angle of hit ? that kind of stuff?

rotund scroll
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I need owner, mostly

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velocity, normals etc. I can get from hit result which seems to handle it fine

scarlet birch
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Owner is whoever fired the projectile?

rotund scroll
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yes

scarlet birch
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The way I do it, is use an overlap for projectiles and use the overlapped actor and an interface to pass the info then destroy the projectile.

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err, I lied, I use onHit

rotund scroll
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how do you handle blocking hits?

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ah

scarlet birch
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What do you mean?

rotund scroll
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overlaps won't block the collision, so you may get inconsistency in whether the projectile stops or passes through the overlap

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but I mean if you're using onHit then that's not relevant

scarlet birch
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I'd use an interface. If the actor it hits has it implemented it gets the data, if not it silently fails, and then call destroy after that.

hallow compass
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Anyone good with landscapes? I have an issue

rotund scroll
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@scarlet birch that's pretty much my code, except I perform another check for owner, which is where it fails

scarlet birch
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Are you setting owner when you spawn it?

rotund scroll
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yes

scarlet birch
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You also have to account for the fact the owner could be no longer Valid by the time it is called.

rotund scroll
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I think that is actually what is happening, since I just briefly saw that when debugging

scarlet birch
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Ah,

rotund scroll
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the actor variable reference passes through fine

devout gulch
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guys

rotund scroll
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perhaps the owner does not get set properly

devout gulch
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what the usuall way of handling recoil in Unreal ?

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especially the horizontal part

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right now I add both to RotationInput

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but

rotund scroll
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actually no, it does get set properly, I tested that yesterday

devout gulch
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I somewhat doubt anyone is doing it this way -;-

scarlet birch
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I use an additive animation for recoil and scale it over time.

rotund scroll
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I suppose the actor is jut not stable at that point so any reference it has is potentially null?

devout gulch
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it must be controllable

rotund scroll
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@devout gulch set control rotation for pitch, use degrees

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if you want it to come back down again automatically you'll need a timer

devout gulch
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that's what I'm doing

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but

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what about Horizontal ?

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Horizontal recoil rotate entire character

rotund scroll
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set control rotation for yaw

devout gulch
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and I don't think I want it ๐Ÿ˜„

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i know

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I have it, but I'm curious how people solve the other part of recoil

rotund scroll
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well if you're using first person then that's what happens?

devout gulch
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third person

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;d

rotund scroll
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then control rotation should rotate the camera

devout gulch
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yeap

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and it doesn't feel natural

rotund scroll
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also using recoil in third person is a weird design choice

devout gulch
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for entire character to rotate when shooting ๐Ÿ˜„

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nah

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every tpp shooter does it

rotund scroll
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well it shouldn't, only the camera should

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don't think I've ever played a third person game where shooting recoiled outside of aim mode. it just got less precise

devout gulch
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at the very bottom Control Rotation also changes direction of controlled pawn

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Ghost Recon

hallow compass
devout gulch
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Mass Effect 2/3/Andromeda

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The Division

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top of my head (;

rotund scroll
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only if you aim down sights, and in those cases you can treat it as first person

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what I meant by aim mode

devout gulch
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no

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in Ghost Recon it always recoil

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and in Adromeda since there was actually normal shooting

scarlet birch
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I use an animation for the visible recoil and then a clamped and scaled random rotation to the muzzle socket.

rotund scroll
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anyway @scarlet birch is there any reason why the owner would suddenly not be valid? is a pending kill actor unstable that some references may be gone already?

scarlet birch
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If the owner is pending kill then it's not valid.

rotund scroll
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owner is not pending kill

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for sure

scarlet birch
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ah, then Idk.

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If it's set and still valid. idk

rotund scroll
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gonna do some tests, I appreciate the assistance

scarlet birch
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np. Good luck.

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You can't do anything with the projectile once you call destroy actor.

rotund scroll
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@scarlet birch ended up using your concept of the switch on collision type to dictate which types of collision objects handle the destruction of the projectile. it may not be the cleanest since the other actor is now responsible for killing the projectile, but since it's only valid for exactly this type object I reckon it may be okay

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plus it was super simple to set up

scarlet birch
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Cool. Simple is good.

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@rotund scroll I actually found a bug looking at that to share the BP. So it helped me too.

rotund scroll
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ah sweet

dim plover
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Keeping things simple is painfully hard, though.

scarlet birch
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for some.

rotund scroll
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@dim plover you just gotta be prepared to smother your darlings

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all of them

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one by one

scarlet birch
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Ah, a writer?

rotund scroll
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no I work as a designer ๐Ÿ˜‰

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but the same principle applies

scarlet birch
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I use a ton of stuff I've taken from novel and script writting in game design and work.

rotund scroll
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but I mean writing is also one of my responsibilities, so I guess yes?

dim plover
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I don't believe it's possible to keep some (maybe even most) things simple.
There's always at least some weird rule/handling.
It's something I'm currently struggling with. Feels like my head is about to explode.

scarlet birch
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It's really one of the fundamental principles of coding in general. Break a problem down into small discrete simple steps. I white board a lot of stuff and just break it out until it's as simple as it can be.

hallow compass
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guys can I create tessellation from heightmap?

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can someone help me regarding materials please?

weary basalt
hallow compass
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No1 is in there

weary basalt
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Then no one is around to help right now.

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Be patient.

rotund scroll
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@dim plover the greatest secret of the world is that good code can only exist in isolation

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if the internet wasn't being maintained by teams 24/7 we'd all experience massive breakdowns

normal burrow
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are you getting familiar with the material editor tommow?

spare kernel
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@normal burrow i still havent got this recoil sorted

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i tried modifying the camera pitch

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but it just spazes the camera

normal burrow
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does the engine come with any camera shakes or kicks?

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like some built in way to do it?

exotic thicket
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you have to treat the view kick as an offset to the normal mouse position

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then it shouldn't spaz out because it'd always just be offsetting where it is normally

spare kernel
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i mean my weapons fire from the camera

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well

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trace from camera and muzzle, the usual TP stuff

normal burrow
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still have that gif handy?

spare kernel
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its like a camera shake with a held up pitch (for this weapon anyway)

normal burrow
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looks like a spring yeah

exotic thicket
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Are you using control rotation for the camera orientation?

normal burrow
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anchor gets kicked the same every hit, but as it gets higher the stiffness to rest does as well

exotic thicket
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You could probably try to just add an offset into that (or whatever your source of rotation is)

normal burrow
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dunno what a single shot looks like in terms of return speed but it does seem like it could be rotating the same way the mouse would

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if you are going to go about adjusting controller rotation, make sure that you subtract what you add if you want to retain that rest (and don't make the recoil subject to sensitivity etc)

exotic thicket
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In a project I was doing with Unity I had a fairly nice system in place... you could use a curve to control how the view kick worked per shot :)

normal burrow
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me too yeah

wary wave
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I used an array of generated offset vectors and interpolated between them, works well

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don't have the code to hand, but it allowed for a very large variety of different recoil behaviours

plush yew
wary wave
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essentially each time you fire you generate a recoil offset, then you fade it in / out, allowing them to stack

hallow compass
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Any reason why my game compiles 6k+ shaders everytime I press play?

plush yew
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that's brilliant, i was just wondering how to do that ๐Ÿ˜„

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It was shared on a Chinese forum yesterday, that's how I ran into it, and I was wondering of the math behind it...

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That tension on the string just looks jaw-dropping ๐Ÿ™‚

normal burrow
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https://www.youtube.com/watch?v=4MHVT1cBTMc @spare kernel not third person, but the gun position here and the way the gun recoils is all spring simulated at 8khz. shoots out of the muzzle, makes no randomess at all, and stuff like player movement is what makes things inaccurate. as far as the actual camera thing though, would look into how the camera is positioned and rotated at spring arm or whatever the setup is

manic pawn
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that's just a bog standard cable component

normal burrow
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springs will get you far with recoil but you need to simulate them at very high rates (to handle the high forces). The little dampened kick with recoil woudln't need the level of simulation of course though.

plush yew
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What is a bog standard cable component? where can I find it?

normal burrow
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engine plugin

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I think?

plush yew
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I found d:\Program Files\Epic Games\UE_4.24\Engine\Plugins\Runtime\CableComponent\Source\CableComponent\ is this the one?

normal burrow
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sounds right

iron goblet
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A bit of a meta question: So I have a question about structuring code between components and actors. I'm not sure if this belongs in #blueprint or #cpp (because I think it applies to both). Also the stuff I'm typing up is getting a little long so I'm almost wondering if I should post my question in the forums instead

mossy nymph
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@iron goblet both is fine, you'll get more BP oriented answer in #blueprint

iron goblet
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Hrmm... ok. I'll probably drop it in #cpp then because I've worked with C++ before

hallow compass
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Can someone help me with a material question please?

rotund scroll
fathom glade
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omg finally completed the Exploring Blueprints course, what a grind

white canyon
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I started in a Top-down Sample map, i changed the "Project Settings>SetDestination>Rightlick" instead of left click (this worked and movement was possible)

, then I created a new Standard level, and deleted the gray standard level box, and created a landscape, and added a material to the landscape "M_Ground_Grass"

but when i first play tested the new landscape, the player start was below the landscape, and fell into a white abyss, i raised the Z location so the player start would land on top of the new landscape.

Now, the movement will not work, even though the player lands on top of the new landscape.

dose anyone know why?

ornate ice
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Good night

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anyone knows how to make the capsule collider of the character match the mesh position when jumping?

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cause I'm jumping a certain altitude with the Jump function

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but the animation jumps higher than the actual character collider

rotund scroll
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@ornate ice IK

grim ore
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@white canyon if you were to try it before adding the landscape you would notice it was not working as well. The top down template uses the Simple Move to Location node to move the character to where you clicked on the surface. It does this using the Navigation system and the Nav Mesh. A new level will not have a nav mesh volume so it has no way to move. Add a nav mesh volume to your landscape and it will work

white canyon
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@grim ore is there a way to create movement for a player with a generated navigation mesh? because its an open world game, and i just tried to create a nav mesh for that, and it started compiling like 6trillion things.

grim ore
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you can make a nav mesh around the player yes

white canyon
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@grim ore thank you sooo much!

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@grim ore another issue, that i don't understand what went wrong, but I'm modifying my game file, and its not checking out to my sourcetree, and therefor i cant push it to my repository.. if you cant help me i'd understand.. but setting it up is so complicated i am lost.

scarlet birch
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Nice.

grim ore
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is your repo set up properly?

sonic pagoda
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anyone here have issues force deleting things in ue4.23.1

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i have to end task constantly because ue4 ends up locking up

abstract relic
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Nah. It does that in all versions. Bigger the project, bigger the problem

dim plover
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Force terminating the UE4 editor while it's doing stuff seems very dangerous.

junior scroll
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Hey there, I'm having trouble finding tutorial i can understand that explains how to make a floating "progress" bar. What I'd even accept is a timer above an object that just displays the value of the variable im passing to it

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here's the end of the interaction with a refinery object that has a delay called Refinery Delay. I want to be able to adjust this delay elsewhere and have it display above the refinery

abstract relic
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As for โ€œfloatingโ€ progress bar. Look into 3D widgets

scarlet birch
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Widget Component.

junior scroll
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its pretty easy to plugin a delay for what im doing, i'm just struggling to understand the blueprint/widget relationship part of things

abstract relic
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Is it an bp interface?

high void
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Hi, I'm new here. Would this be the place to ask a more general question about Blueprints and C++ use cases?

plush yew
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@high void Sure you can give it a try. There are also #blueprint and #cpp channels

high void
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Got it. I'll just ask here, then if the question is more appropriate for those, just let me know ๐Ÿ˜„

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So I've been playing around in UE to broaden my skillset (coming from Unity). I'm sure that this has been asked before, but when exactly should I use C++ vs. BPs? On a tutorial page on the UE4 official site, it says "the best approach is to use C++ for building base gameplay systems and performance critical code with Blueprints used to customize behavior or create composite behaviors from C++ building blocks."

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I kinda get it, since I'm foremost a programmer, but an example might help me wrap my head around it

spiral island
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C++

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Program like a normal person

abstract relic
#

Both honestly. Use what youโ€™re comfortable with foremost

plush yew
#

@high void Look at this picture. If you are foremost a programmer then in any blueprint do not touch those two tabs, which handle blueprint logic. And keep all your logic in C++. And use blueprints as designer objects basically

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But in the end like high tide said, it's really up to you

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I personally ever never touched those two tabs ๐Ÿ™‚

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but I cannot stress enough how up to you this is ๐Ÿ˜„

abstract relic
#

Bp is great for fast iteration and for us dumb artists. But itโ€™s not ideal for performance long term

high void
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Yeah, that's the answer I found in general. However, I just finished making a BP for a simple door that opens when you get close to it. This made sense in the BP event graph; I made a timeline that scaled the Yaw value of my mesh. That didn't seem very intuitive in code though; I couldn't really find a way to "call function, do process over several frames"

abstract relic
#

Theyโ€™re just tools for the job

high void
#

that might just be my unfamiliarity with the api tho

plush yew
#

I love unreal C++ with vengeance haha

high void
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what you guys are saying definitely makes sense though. I think I'll go to the cpp channel and ask about how I'd go about that kind of thing in code

plush yew
#

And with your unity and C# background You will feel at home in unreal C++

high void
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ah really?

abstract relic
#

Cpp would definitely be a recommendation start for you

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Bp is more about accessibility for other disciplines in the industry

high void
#

Yeah thats what i was reading

plush yew
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@high void You can, should you choose to, use pure C++ without any problems. But the unreal framework comes with a lot of macros and features out of the box that makes it much closer to higher languages than the pure C++

normal burrow
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Itโ€™ll be as good as c++ once matured

high void
#

I thought that the "best" way was to design your C++ code to be usable in the event graph

normal burrow
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But thatโ€™d be a while

abstract relic
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Thereโ€™s always a way
And thereโ€™s always a better way
But never the best way ๐Ÿ˜„

normal burrow
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Absolutely

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Nothing after best

high void
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so do the heavy lifting in C++, then do the gameplay mechanic design in the graph. i.e. OnComponentBeginOverlap(Box Trigger) -> OpenDoorFunctionIWroteInCPPButAmCallingInBP

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true, no best

tawdry heath
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how long does it take to learn C++?

high void
#

Depends. I'm a TA for C++ and some people get it quickly, others take a while

abstract relic
#

Donโ€™t think you can ever stop learning

high void
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If you have background in other languages its faster ofc

tawdry heath
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I feel like it's going to take years to learn

high void
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Hardest part is starting

tawdry heath
#

so you need to know C++ to understand blueprints?

normal burrow
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Yeah thereโ€™s not a point where your done learning

high void
#

BPs are designed with non-programmers in mind, iirc

normal burrow
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C++ puts faith in the programmer to do the right thing which is why itโ€™s scary and all over the place

tawdry heath
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I want to learn blueprints but that is hard so I need to learn C++ to understand it?

dark rune
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no you dont

normal burrow
#

They both would help you understand either

abstract relic
#

Nah, just general programming concepts

normal burrow
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Knowing C++ doesnโ€™t make me good at blueprints ๐Ÿ

dark rune
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but i suspect having some general understanding of program logic helps

tawdry heath
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ok I got a lot to learn I guess

high void
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But does that sound bad? Making C++ functions that operate on an object then actually calling them in Blueprint? Or is that more work than its worth?

abstract relic
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Iโ€™m personally a fan of modularity

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Give me toys for my spaghetti code and Iโ€™m happy

woeful spire
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I think everyone finds their own balance -- personally I like using BP's for prototyping and as I lock stuff down I'll often convert parts to c++

tawdry heath
#

so where should I start to learn Blueprints? Like I've made a website before with HTML

high void
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I like modularity too, which is why I was thinking of doing implementations in C++ and sequential logic in BP

normal burrow
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Yeah your more or less describing exactly how the engine works @high void

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And what is extra exciting is when you can take your gross c++ and pass it off to blueprints

high void
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lmao

normal burrow
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Give the power to someone who can utilize it better

abstract relic
versed spear
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Doesn't nativization do that for you?

high void
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oh yes i saw that

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oof

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poor spaghett

tawdry heath
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bro it makes you look smart as hell if you know coding

high void
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Alright, thanks a lot guys, y'all have been super helpful! @abstract relic @normal burrow @plush yew

normal burrow
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Like to imagine most of those are from programmers learning blueprints

abstract relic
#

Good luck Svariato. I look forward to what dark magic you conjure.

high void
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oh itll be gross

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thats how programming works

normal burrow
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Lol

high void
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thats what my education has taught me at least

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and what i teach to the freshman i TA lmao

abstract relic
#

Those poor innocent souls

normal burrow
#

They are in for disgust and shame

high void
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half of them are nonmajors too

normal burrow
#

c++

abstract relic
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Ouch

high void
#

starting with c++

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granted its the ground up stuff, def not easy for beginners though

abstract relic
#

Nothing is

high void
#

Hardest part is starting

abstract relic
#

Trial by computer fire

normal burrow
#

Motivation is all you need

#

But yeah getting taught proper is good lol

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I assume

high void
#

a brick laptop and a dream

abstract relic
#

Box of humanity

tawdry heath
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Bro it's just crazy how much time and effort goes into video games like Fortnite. The amount of effort and time...

high void
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that's why their dev teams are huge

normal burrow
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Ye lil box of hopes and dreams will keep you on the path of learning

tawdry heath
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Yes and talented unlike me ๐Ÿ˜ฆ

abstract relic
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Nah

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Talent doesnโ€™t exist

tawdry heath
#

If I was to make a Fortnite skin it would be a stick figure at best

normal burrow
#

Would say talent is obtainable

versed spear
normal burrow
#

Perception is a hard talent to obtain though

abstract relic
#

Talent assumes you somehow magically obtain it. It dismisses the time and dedication an individual puts into something to reach that level of mastery when you call them talented.

normal burrow
#

I agree with HighTide

tawdry heath
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I'm mostly referring to art and such. That is not something I can be good at because my imagination is very limited to those stuff

normal burrow
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Having someone explain it helps Issa

abstract relic
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Art is subjective so thatโ€™s not a legitimate self assessment

lapis vine
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... think talent is just the first derivative of experience needed to achieve something ๐Ÿค”

abstract relic
#

Talent is a gross word ๐Ÿ˜œ

normal burrow
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Lol

lapis vine
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I thnk because its abused.

abstract relic
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Mislabeled yeah

lapis vine
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I lack Talent is like, uhmm... I can't do it, unable, failure, blah

abstract relic
#

โ€œI physically cannot lick my elbow. I lack the talentโ€

lapis vine
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I just tried, guess I'm talanted.

normal burrow
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Hm I lack this talent

abstract relic
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Congrats!

lapis vine
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Was not pleasant tho.

normal burrow
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At least your gifted

lapis vine
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But if you can't lick your elbow then you have to try and work for that.

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Well, barely in fact, lol

tawdry heath
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Like if I was to make a game, I know what the gameplay would look like but I don't know what the assets and such would look like. I just don't have that side of my brain that has the imagination of how a tree or house looks.

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and when I look at artists they make it look so easy

lapis vine
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@tawdry heath You are just lacking any experience? Why not make 50 trees or houses then ask yourself.

tawdry heath
#

I don't know what a house looks like so I would just copy an image

lapis vine
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Sounds good enough tbh

abstract relic
#

Thatโ€™s what everyone does

tawdry heath
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but how do artists freestyle it

abstract relic
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They practice

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Basically remaking the ref from memory

tawdry heath
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ok then my artist memory doesn't exist

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because I've seen many cars but still can't draw any that look good

normal burrow
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Exercise your artist memory then

abstract relic
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No one cares. A car can be a stroke of a pen

versed spear
#

I'm color blind. I wish I could do art. ๐Ÿ˜ซ

abstract relic
#

Tldr: practice makes perfect, you arenโ€™t born with it. And perfect doesnโ€™t exist.

lapis vine
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Hmm... yeah, it looks like you are just demotivated because you want fast results. Instead focus on the step ahead and just start doing something.

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I tell, because have passed this.

vernal dock
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hey everyone

tawdry heath
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I feel like it's going to take way to long because my brain is mostly the math side

abstract relic
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Your choice

plush yew
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@vernal dock If you have further questions, feel free to ask ๐Ÿ™‚ and welcome to the community

lapis vine
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Well, just start doing something because by looking everything seems far.

normal burrow
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When you start putting things in imaginary boxes of left or right side of brain, you might miss out on the box of humanity we all protect.

vernal dock
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hey guys if i create a medicore game in ue4 what are my chances or getting my foot in the door in the game industry

tawdry heath
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low

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wait until Fortnite dies

abstract relic
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*until you put the box in a space gun and shoot it

normal burrow
#

That is the end goal. Of course. Space box

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Reach the stars

vernal dock
#

is Full Sail University a good school to get into the game industry

plush yew
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@vernal dock Make the game. Take it from there

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I don't know full sail University ๐Ÿ˜ฆ

versed spear
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Advertising costs so much. About $25 a day will reach 4k people on Facebook.

abstract relic
#

Iโ€™m against universities. A paper means nothing to the game industry. They want to see you walk the talk

vernal dock
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@plush yew im not a complete noob my problem are getting 3d assets and animations

plush yew
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@vernal dock Luckily there are plenty of free assets in unreal marketplace

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for anything you can possibly think of

tawdry heath
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I feel like people expectations today is very high in video games and you kind of have no chance of success if you work on a game alone

plush yew
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and free!

tawdry heath
#

if you are to make a game it must be unique for it to have a chance

vernal dock
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i want to create a game like socom but i need a military character

normal burrow
#

Iโ€™ve only heard horror stories from school for programming

vernal dock
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with animations

tawdry heath
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Use Mixamo

abstract relic
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Donโ€™t be a jack of all trade

vernal dock
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im pretty good at programming

versed spear
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Server cost are to high and most successful games are multiplayer.

dim plover
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I've been trying to become a Jack of All Trades.

abstract relic
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Thereโ€™s mixamo and plenty of characters you can buy in other stores. Uni is a pretty steep price for learning free blender tutorials ๐Ÿ˜œ

vernal dock
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i hate blender

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i use maya

normal burrow
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All you really need to do is get good at learning new things

pearl dome
#

Poking my head in to ask -- anyone have tips on getting the teleport console command to work well with a third person setup?
The command works exactly like I'd expect with a first person setup, but it fails most of the time with a third person setup. In particular it doesn't seem to work right at all when using the debug camera (F8), which is really hampering my ability to check different areas of a level quickly in play mode.

abstract relic
#

Know how to open a 3D software? Youโ€™ve completed all that uni has to offer ๐Ÿ˜œ

vernal dock
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school is a scam but its good way to meet people to help get a job

abstract relic
#

Full of suckers. How would they get into the industry?

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Do game jams if you want to meet people

versed spear
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I would say the best way to get a foot hold in the industry is to make a bunch of easy to make games that are casual, free and use adcel plugin to generate income. Then cross advertise your games by showing ads for your other games within your games. Mobile games that is.

tawdry heath
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one way of getting hired is make a game and show it to game companies

normal burrow
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That sounds actually rediculously harder than getting a job

abstract relic
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Make a portfolio like a sane person ๐Ÿ˜œ

normal burrow
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I agree with HighTide

abstract relic
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(If you can generate an income, power to you )

versed spear
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lol I put on my resume that I made 2 games and it got me the job so it does work.

normal burrow
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Thing about that mattxor is few follow through

vernal dock
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@versed spear with a real company or a shithole one

normal burrow
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Making a game by ones self to get a job in the industry is not teamwork

versed spear
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Avnet its 105 top grossing company in the world.

vernal dock
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nice dude

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thats awesome

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congrats

versed spear
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Thanks I love it!

vernal dock
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what two games u make to get in?

versed spear
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I assemble computers so its an IT job. I have a college degree in Computer information systems and the games I made are Angel Wars History of Genesis and Word Mixup on Google play. I am not saying the games alone got me the job but it helped.

vernal dock
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did u make the two games by urself or did u have a team

versed spear
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I Co-Own EvilEyeInteractiveLLC but I did make both games myself. Took me 1 year to learn Unreal and make it happen but I been programming for around 10 years before.

vernal dock
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i also been programming for 8 years now

versed spear
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Yea should have no problem picking up Unreal.

vernal dock
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i have quite a bit of experience with ue4

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just never finished anything

tawdry heath
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bro you set just go email a company if they hiring and flex on them

vernal dock
#

LOL

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fleeeez

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flexx*

tawdry heath
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8 years is good

vernal dock
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yeah but i dont have much to show i never finish anything

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this was my first project

versed spear
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You don't want to work for a game company. They will get rich off your work. Start your own and go from there. Get another job to pay the bills.

tawdry heath
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It's ok just ask them what position they looking for and then show them some thing you have or create example projects to see if that meets their expectations

vernal dock
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the link i sent looks horrible because there are no animations or any good assets

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no post processing

tawdry heath
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bro that looks really good

abstract relic
#

Youโ€™re not apply for an artist job. Why would that matter

vernal dock
#

this is my more recent project with AI

tawdry heath
#

Idk if that is just really good or something simple because I probably wouldn't be able to figure out how to place the gun in their hands

vernal dock
#

the level wasnt the point of that video...its just showing off the enemy ai

versed spear
#

did you use behavior tree?

vernal dock
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yeah i used a BT

versed spear
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nice good work.

vernal dock
#

thanks man!

tawdry heath
#

bro it's good they knew where the stairs were.

vernal dock
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then i was working on this level and i gave up lol

tawdry heath
#

did u make the assets like that fence and the tower?

vernal dock
#

@tawdry heath its just a nav mesh

versed spear
#

yea I can see why those are big projects. Like I said, you can make a bunch of 2d games for mobile load them with ads and cross advertise. You can make a game this big when you have the funds to hire people.

vernal dock
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@ no i bought those assets

weak harness
#

My datatable is showing the scrollbar, but not the fields. Any ideas?

vernal dock
#

@tawdry heath bought those assets

weak harness
#

I have my members set to EditAnywhere, BlueprintReadWrite also.

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BlueprintType aswell.

tawdry heath
#

do you know a free place to get static mesh building and stuff like that? I don't need them to be 4k

versed spear
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hmm yea my datatables did that too. I don't have the code right now to bring up.

weak harness
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I thought it was a 4.24.1 issue, but I tried in 4.23.1 and it did the same.

plush yew
#

@weak harness Did you use C++ struct or direct blueprints for your data table?

weak harness
#

C++

plush yew
#

Can you confirm your struct inherits from public FTableRowBase

weak harness
#

It is

plush yew
#

@weak harness This is my simplest data table I use
`USTRUCT(BlueprintType)
struct FTableTalkTable : public FTableRowBase
{
GENERATED_BODY()

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Table")
    FString String;

};`

tawdry heath
vernal dock
#

@tawdry heath if u need any help getting started u can pm me

plush yew
#

@weak harness If everything in your struct looks like my struct, then I have no idea ๐Ÿ˜ฆ

weak harness
#

Yeah exactly the same. lol

tawdry heath
#

Thanks @vernal dock but right now I am following YouTube tutorials

vernal dock
#

@tawdry heath youtube has taught me everything

tawdry heath
#

I have a lot to learn because I went from Construct 2 to Unreal Engine 4 and kind of lost with blueprints and such

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my dream game is to have a game like Uberstrike

#

it was a facebook game that shut down because of hackers

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I'm very sad :(

versed spear
#

Well it is multiplayer and you would have to pay server costs. Amazon has a free tier for testing. You would need to learn how to build UE4 from source.

mint sequoia
#

How do you get input back from CMC acceleration, since it stems from there I should be able to get a perfectly accurate vector right?

tawdry heath
#

excluding multiplayer I feel like it looks easy to make

versed spear
#

Yea 3d models are easy and the particle effects. You would have to deal with latency issues for shooting different types of guns. It is not easy that is for sure.

#

There is some documentation out there how devs calculate server position and deal with ping issues.

tawdry heath
#

I feel like the gameplay mechanics of that game is actually something people might want to play

mint sequoia
#

Whats actually different to every other shooter

versed spear
#

How would you monetize it tho?

mint sequoia
#

Looks like nostalgia from before games were what they are

tawdry heath
#

it's a very competitive game and requires a lot of skill

mint sequoia
#

It looks like overwatch if overwatch was made in the 90s

weak harness
#

@plush yew Figured it out. So you can't do Group|Category in the Category for DataTables.

tawdry heath
#

like the rocket launcher if shot on your feet it launches you into that direction

#

well u get what I mean

versed spear
#

Quake woot

tawdry heath
#

it shoots u up

#

the guns look unique and they play different

versed spear
#

You sure its not the graphic card?

mint sequoia
#

I think there are games that cover what you're describing already

versed spear
#

lol have you googled that. never in my years have i seen that.

#

id say its time to get a new one.

vernal dock
#

@tawdry heath so what can u do right now in ue4?

versed spear
#

the compositors go bad first

tawdry heath
#

@vernal dock I'm tryna make a zombie game for my high school final exam

versed spear
#

I would go crazy

tawdry heath
#

I have a class in my school and all we do is make video games

vernal dock
#

@tawdry heath do u know how classes work and stuff?

tawdry heath
#

classes in UE4?

versed spear
#

you could open it up

vernal dock
#

@tawdry heath thats awesome

versed spear
#

if you see the compositors expanding then order new ones and soder them on lol.

abstract relic
versed spear
#

everything is cheap from china

abstract relic
#

Thatโ€™s... pretty fascinating actually

versed spear
#

Image persistence, or image retention, is the LCD and plasma display equivalent of screen burn. Unlike screen burn, the effects are usually temporary and often times not visible without close inspection. Plasma displays experiencing severe image persistence can result in scre...

#

"electric charge building up near the electrodes"

tawdry heath
#

hey guys how do you change the insane UE4 sensitivity in viewport?

gleaming wing
#

Hello Everyone. Does anyone know why there isnt any debug filter enable in my animbp?

#

Somehow its gone lol

vernal dock
#

@tawdry heath use the scroll wheel on the mouse

tawdry heath
#

oh

#

No I did not make any of these assets

plush yew
#

4 Or below is more manageable for viewport

tawdry heath
#

ye I just figured it out

vernal dock
#

hey guys i autorigged a character from miximo then when i import the fbx it crashes ue4

tawdry heath
#

I didn't have that issue

vernal dock
#

this is fucking bullshit

#

its a 3d model i ripped from counter strike

#

i just tried a mixamo model it worked

carmine garnet
#

Finger my unreal engina

vernal dock
#

?

carmine garnet
#

Funny joke hehehahhhehehaha

vernal dock
#

pain in the unreal ass

cloud cobalt
#

Take it to lounge ๐Ÿ™‚

jovial shuttle
#

i packaged my project and wantto update, how to i put the update to my game

tawdry heath
#

Hey guys I downloaded this weapon asset and when I shoot the bullets shoot left side of the gun. What am I doing wrong?

#

don't I rotate muzzle flash?

#

it's not switching where the bullet is coming from

cloud cobalt
#

@jovial shuttle Depends a whole lot on how you distribute your game.

tawdry heath
#

nvm my own muzzle worked

vernal dock
#

just rotate the object it spawns from 90deg

tawdry heath
vernal dock
#

mouse over the transition rule

tawdry heath
#

they both the same

plush yew
#

@tawdry heath It may be just a mistake

#

There shouldn't be 2 transition rules

#

Because you can use AND / OR in one transition rule anyways

vernal dock
#

there should only be an into and outto rule and they are boolean values like is crouching

tawdry heath
#

my man this monitor is dead....

#

oh I got it to work

#

one of the event graph nodes were not connected

#

well is your monitor really dead

#

if the pixels go away then it's not a burned pixel

#

so it could be your graphics card

#

Is yours TN? they usually last more than 6 years but yeah it looks dead

#

bro what the hell it's almost already 5 A.M.

#

time goes by so fast

latent moth
#

This blueprint (self) is not a GlobalEditorUtilityBase, therefore ' Target ' must have a connection.

#

not sure what I need to do.

vernal dock
#

anybody here?

cloud cobalt
#

Ask your questions

vernal dock
#

Im just chillin

#

what u up to stranger

cloud cobalt
#

Use #lounge if you just want to chat, this is a support channel for UE4

vernal dock
#

ahh okay

native dagger
#

Happy New Year!

leaden bear
#

Happy Mornings! Is anyone well versed in world composition?

frozen peak
#

Can someone tell me how to change the cull distance when I have already placed the grass?

regal yoke
#

how to make this ignore specific actor

cerulean nova
#

I wonder...what is the Movement pawn "Max Walk Speed" is compared for example if its 600 is that 600 Unreal Units per second?

leaden bear
#

Heya and thanks in advance! I'm importing tiled landscapes and they are all set up to be the same dimensions. However once I get them in engine, I get an offset on the Z'd axis. Any ideas?

regal yoke
#

How to ignore specific overlapping actor

leaden bear
#

Hmmm, I'm using World creator and I've been exporting them via a "RAW" file. Should I export with a PNG or JPG?

#

gotcha

#

Oh wait, I didn't snag it. My computer was chugging

#

Got it

#

Ah, are you guys using world creator as well?

regal yoke
#

Hello hello how to ignore specific actor when overlapping with it

leaden bear
#

@regal yoke You could set a NOT boolean against whichever actor/component that you wish to ignore. That'll check against it.

#

If you dm me I can show you the setup and maybe we can figure out the wrinkle in the design?

honest vale
#

@leaden bear make sure you export the heightmap correctly

#

I had a similar problem until I realized the software I was exporting from normalized each tile heights so that it filled the whole available range in the image

light coyote
#

@regal yoke I like to add tags. Is just another option.
But when overlaping you can check does actor have tag.

cloud cobalt
#

Yeah, that was a bad idea

#

What do you mean by "not supported" ?

#

You should have the option to do it anyway

#

It's just a warning that you downloaded this asset for an older engine, which may or may not be a problem

regal yoke
#

How to make number A to rise to B

#

smoothly

#

What do i put to "alpha"

#

i put delta seconds to alpha

#

its now working how i wanted

#

cool

#

@light lintel Its spaceship thats moves in Y axis with me

#

How do i change speed?

light coyote
#

@regal yoke you cannplug anything to the alpha really.
Like a 0 to 1 would be good as it can act like a percentage.
A and B are your start and end points.

regal yoke
#

I did delta seconds X 5 and put that to the alpha

hearty walrus
#

Wait nvm there was another window open

regal yoke
#

@light lintel right click

west jewel
#

I am using a uniform grid panel in a vertical scroll box to show a list of widgets. I added an auto-increment type search that properly filters each time I type a letter by setting the visibility of non matching items to collapsed. however, the visible items stay where they were in the list and the collapsed items still occupy space. Any idea how to not have those collapsed items occupy space?

regal yoke
#

How to fit text to panel

#

my is going over widget and i dont like it

#

/wrap

#

Done

night bridge
#

Hello everyone

#

how is everyone?

plush yew
#

@night bridge hello ๐Ÿ™‚

quiet token
#

๐Ÿค”

plush yew
#

me explaining my girlfriend how i want to change the addict :p

maiden sundial
#

Actually a cool way, will think of that when the time comes ๐Ÿ˜„

plush yew
#

good thinking xD

autumn cove
#

Hey guys. I'm having this issue when I render a scene in sequencer: As you can see in the picture, the emitters of the fire particle aren't working as they should in the rendered video. Anyone know why?
I'm a real UE noob and I only use it to make videos, so hopefully this is a simple one ^^

verbal oar
#

<@&213101288538374145> where would i advertise (not really adver. but ask if i can get a quid pro quo deal) with someone who can do blueprints, i am working on a prototype and i never used blueprints, but am a modeller/skinner for props and characters

maiden sundial
verbal oar
#

yes, i think the rules don't really state anything for barterting, i didnt advert, it's jut even if i use "Looking for talent" it isn't a completely real job, sorry

#

thanks though... with there was a #barterWork channel

normal burrow
verbal oar
#

yes i don';t rly know if i'll be taken seriousy, s it is both unpaid and future is uncertain too ๐Ÿ˜ฆ

normal burrow
#

This is the channel regardless of people taking you seriously

verbal oar
#

but suppose i actually care about my project,, that channel gives little hope that anyone else will, srry, not going to argue

normal burrow
#

Take a look at pins

verbal oar
#

i know how to use the web, but ty

#

not going to argue

normal burrow
#

Idea is not to turn every channel into help wanted I think. Yeah not arguing

exotic thicket
#

as a programmer I always have problems with lack of actual artistic talent in my projects

#

so maybe you can find someone like me who'd work with you on your project

#

worth posting it and seeing what happens :)

verbal oar
#

#BatrterWork channel specifically for those not looking for a "Hardcore" task or job would be great tho

normal burrow
verbal oar
#

well first i don't have permission, and 2 it may get lost in the shuffle, but thjat would be nice ty

#

ok good stuff... i pinged mods too

#

zomg i am available for extended periods of time as i am a work-from-home artist, may i add you as a friend?

#

@exotic thicket ^ is it ok plz?

cloud cobalt
#

@verbal oar Just read the pinned post in the proper channel to see how to get posting permissions.

verbal oar
#

i se, i will do that, i used to use IRC but thats preetty ld

normal burrow
#

Rules intend to keep the nagging down tbh

verbal oar
#

yes

exotic thicket
#

Sure ZeGypsy, although I do want to add a disclaimer that I'm pretty busy these days :)

verbal oar
#

well disorder would make the "slacker" part of the name just ridiculous, as it is it's a paradox, busy people need rest hehe

vernal dock
#

i dont have anything to do if u need a programmer

verbal oar
#

hmm, well i have links to an online webite portfolio if you guys want to add me, feel free, i'm no tough guy ๐Ÿ˜‰

vernal dock
#

@verbal oar can u send me the linm

#

link

verbal oar
#

msg sent

#

i also need a caracter skinner (the skeleton kind not the "texture skin") to help me create a riggedcharacter model that will adhere to UE4 skel

#

basically all parts of dev are needed however what would be great to build a full prototype is to get the basic functiinsin the show demo relel

upper heart
lapis vine
#

Coz' there are kinda of commonly accepted naming scheme for all kinds of objects.

#

Search for UE coding/naming guidelines.

#

Its common that the software process defines a naming convention.

noble zenith
#

When do we start calling it Real Engine?

brave lark
#

trying to wrap my head around some asymmetrical gameplay stuff. I have 4 players as the hero characters and 1 character as an rts player that vs them. Do I need to make different player states and player controller classes for these two different gameplay styles or should they all have the same player controller and player state classes?

noble zenith
#

@light lintel so right now?

verbal oar
#

using Kite Demo and Post Processing mixed with volumetrics in >4.23

#

sorry, <4.23

cloud cobalt
#

Nowhere near photorealistic, though

#

@brave lark You can do that, yes

brave lark
#

I don't see a way to do that in blueprints

cloud cobalt
#

Probably not in Blueprint

brave lark
#

doesn't look like its something that can be done in runtime either

cloud cobalt
#

Should be rather easy in C++

brave lark
#

would it perhaps be simpler to just use a component or some uobject that does the class specifics?

#

I'm having a VR rts player fight standard 3rd person characters by controlling the dungeon they are in

cloud cobalt
#

In C++ it would be trivial to override AGameModeBase::SpawnPlayerController to change the class to use

brave lark
#

interesting

cloud cobalt
#

Discounting that, pawns control the camera and input bindings so they're a great way to have different player behavior

brave lark
#

yeah all the very specific stuff happens at the character/pawn level

cloud cobalt
#

You can have a "RTS camera control" pawn that does all the custom stuff you want

brave lark
#

I guess I don't really have a need to have the player controller and state classes be different when I think about it, they only keep track of some variables and stuff.

austere scroll
#

whats the node , to make a trigger box cast something in the blueprints

brave lark
#

right now I'm trying to make it that when they spawn in the VR player has some extra levels that spawn in that the non vr players don't get spawned in.

#

so like they all come in as spectators, wait for levels to load, non vr players spawn in to the respawn zone and the vr player has an extra level loaded that they spawn in that the non vr players don't need to see or have replicated

austere scroll
#

how do i do that

brave lark
#

@austere scroll you are trying to change the color of the box when overlapped or something?

austere scroll
#

the material of the box , yes

brave lark
#

on what event

austere scroll
#

when a trigger box is activated , it changes the material of another object

brave lark
#

what activates it

austere scroll
#

the character overlapping

brave lark
#

on begin overlap, use reference to object you want to do the thing on, call the event

austere scroll
brave lark
#

you need to have a saved variable of the thing you want to call the event on

#

lets say that trigger volume is to change the color of a cube in the world

#

your trigger actor or your level or where ever you are doing the code need to be able to know what cube you are talking to so you have to "find it" and then save it's "address" you can think of it like it's home address or email address or whatever

#

so when you have that you can talk to it to tell it to do the event

open eagle
#

I have these progress bars for my health, I want their fill color to interpolate between green and red depending on how full they are
I know how to make a binding but I don't know what logic to use for interpolating linear color structures

austere scroll
#

how do i save its "address"

brave lark
#

@open eagle linear interpolate or lerp

open eagle
#

between what?

brave lark
#

the two color values

open eagle
#

How?

#

theres only lerp for floats

brave lark
#

you can either split the color channel into floats and do it separately or I think there is a lerp node for colors

#

yeah it would be a vector I think since it's three floats

mossy nymph
#

its 4 for linear color

brave lark
#

actually theres a lerp for color

mossy nymph
#

but easy enough to check, just pull from color pin and type lerp

cloud cobalt
#

@open eagle Lerp works for a whole lot of things, not just floats

open eagle
#

I did not know that

#

Thanks!

cloud cobalt
#

C++ lerp works with any type that implements operator+ and operator*

#

Dunno much about the Blueprint one but I guess all basic types

mossy nymph
#

blueprint ones require a static function exposed to BP for each type

brave lark
#

@austere scroll depends on where you are doing the logic that calls it. is your trigger an actor or just something you dragged into the scene from the left panel

austere scroll
#

i dragged it from the left panel

#

to my knowledge u cant put things that are not in the hierarchy(content browser) into a blueprint , right ?

brave lark
#

you can put anything you want anywhere

austere scroll
#

i will explain wht im trying to do , i want it so when my character overlaps the trigger box selected in the picture the glowing walls you can see will turn into another texture

brave lark
#

either the box need to know who the wall is or the wall needs to know who the box is

austere scroll
#

how can i achieve that ? i cant promote whats selected to a variable

#

what ur saying is the wall or the box need to have a blueprint that activates that ?

brave lark
#

theres several ways to do this, I will explain one way, but it's not necessarily the best way for your game.

#

yes

#

either the wall needs to be an actor or the trigger needs to be one

#

we'll use the trigger

austere scroll
#

ok

brave lark
#

click the trigger and on the right hand side click the blueprint button

#

this will make it into something you can edit

open eagle
brave lark
#

you don't need that if its already a float

open eagle
#

its a joke

brave lark
#

oh lol

open eagle
#

the most useless node combo

austere scroll
#

what do i put as the target ? the wall ?

brave lark
#

@austere scroll now that it's editable make a variable for whatever class that wall is

austere scroll
brave lark
#

most likely a static mesh

austere scroll
#

no its a geometrical mesh... the one with the blue icon

open eagle
polar viper
#

I wish i could move my arnold textures to unreal. My test renders in 3Ds max are unreal

brave lark
#

you can see what class it is by hovering over it in the panel in the world

#

@polar viper what is arnold

austere scroll
polar viper
#

@brave lark the best render engine for rendering

brave lark
#

what materials does it use

#

can you not just spit out all the masks

#

@austere scroll oh

#

ughhhhh

#

I'm not sure about that one

polar viper
#

It's not the same as ue4. The material settings are different especially for glass. And the glass material im currently doing a render test on ks stunning

brave lark
#

typically you want to avoid using those

#

@polar viper whats different

austere scroll
#

ah hmm.. ok

brave lark
#

you can convert it to static mesh

verbal jackal
#

Hello guys, can anyone help me Ive made custom water logic on the character movement(i couldnt make it so the character jumps out at any anytime, not just when facing wall and most importantly i would like the character to stay at same level when not pressing anything in water, not to go down as its by default) so ive made my custom actor blueprint with overlap box and made this in bp

polar viper
#

It's the textures. Models are find apart from the normals and tangents but that's fixable.

It's the material not having a displacement and the materials i can make in max compaired in ue4

brave lark
#

@plush yew oh neat

polar viper
#

And idk if there's any physical material in ue4 that i can use

brave lark
#

@polar viper you can make stuff like that

verbal jackal
brave lark
polar viper
#

This is only a progress render but the textures I'm planning to use are 8k with a displacement map

#

Plus i have 2,000 individual objects

#

And when i combine the mesh i have to fix all 2,000 materiald

brave lark
#

all of that looks like something easily done in ue4

quiet token
#

doesnt look like 2000 materials in that render ??

polar viper
#

I'm unwrapping and texturing next moth

#

Month

#

This has been 25 days of modeling

#

Just modeling

#

The fances.

quiet token
#

yea are there interior ?

brave lark
#

that is so not how to do that

polar viper
#

Without the fences there's 300 objects

quiet token
#

your using max just combine them into one mesh or use a spline plugin for the fence lol

brave lark
#

right

polar viper
#

Haha. I'm not unwrapping that monstrosity.

verbal jackal
#

@polar viper you can probably unwrap it as one and then have those uvs overlapping

quiet token
#

its a fence, just unwrap one chunk of it and clone it like any normal fence

#

would make it some 10-20 objects tops

verbal jackal
#

Can I now get some help time with BPs?

quiet token
polar viper
#

I have until march I'll be fine

autumn cove
#

Seems like my message pretty much drowned in the chat, so I'll just post it again, hope someone can help:
I'm having this issue with a particle system when I render a scene in sequencer. As you can see in the picture, the emitters work just fine inside UE, but when I render the scene they aren't working as they should in the rendered video. Anyone know why?
I'm a real UE noob and I only use it to make videos, so hopefully this is a simple one ^^

light bone
#

Happy new year soon / now!

autumn cove
#

where can I see at what fps the particle is playing?

#

yea... I actually don't know, but I'd love to find out. That's why I'm asking where I can see it. Anywhere in cascade?

#

seriously? That's a very complicated way of fixing such a "simple" problem...
but thanks for the help! Hope I can fix it^^

blissful trail
#

is there a way to remove the last character from a text/string ?

grim ore
#

Probably String -> Left Chop

lapis vine
#

Check the ue string api documentation.

#

Useful skill for future questions.

blissful trail
#

ty

hearty walrus
#

Is it true that you can only export to epic games store?

fierce forge
#

@hearty walrus what ?

hearty walrus
#

@fierce forge someone else said that with the free licence of unreal, you can only export to EGS. I highly doubt it, though. Is this true?

grim ore
#

did they tell you where it says that?

fierce forge
#

you can publish your game to itch if you want

#

or steam

hearty walrus
#

Thanks

fierce forge
#

if you want to publish it to epic games you need a company

hearty walrus
#

Seemed like it was an empty claim, anyway. They also said EGS had spyware, too

grim ore
#

EGS does have spyware, everything has spyware lol

fierce forge
#

but if you put your game with money after 3500 dollars per quarter you need to pay 5% to epic games

grim ore
#

if you consider collecting your info its spyware

hearty walrus
#

All the games I'm making are fully free

grim ore
hearty walrus
#

Also, how do I make a wind effect that reacts to everything, including the player?

grim tendon
#

does anyone have any experience profiling on the server side?

exotic thicket
#

The thing with EGS where it seemed like it was collecting info on your Steam games is probably why a lot of people say EGS is spyware :P

upper heart
#

@verbal jackal Please don't post the same question in multiple channels.

quick wren
#

Hi guys, so i want to make a horror hide and seek game like Dead realm however i don't know how to get started. I'm really new to unreal engine so what should i start with? also is there any assets that could help me make the game?

grim ore
true leaf
#

Install unreal engine, get the free assets off the marketplace and place them in the scene

#

Boom, halfway there

grave osprey
#

do custom collision on static mesh didnt react to event hit ?

#

i tried using custom made collision on my mesh, then i add movement to projectiles.

naive comet
#

HEY ANYONE NEW HERE TO UNREAL ENGINE OR IS IT JUST ME

grave osprey
#

when it touch. it didnt react at all

#

btw it only work on collision component like sphere capsule etc.

grim ore
#

what does your code look like?

grave osprey
#

event hit -> destroy actor

#

just that. (i add projectile movement.)

#

what i meant that my UCX / custom made collision hit something. it react to event hit.

#

sadly it didnt react the event hit. only sphere, box, or capsule collision that work for this.

grim ore
#

that sounds like you are using complex collision collider and not a simple collider and your mesh is not set to use the complex collider

grave osprey
#

it works.

#

thanks.

#

but why it cant use complex collision ?

grim ore
#

it can if you tell it to use it

grave osprey
#

hi, what is the node that to decelerate movement ?

scarlet birch
grave osprey
#

nvm i found the node

worldly lagoon
#

Hi

grave osprey
#

hi

snow crown
#

hello friends. I am looking for good online training courses to help some engineers move from Unity to Unreal Engine. Paid courses are fine, I'm just looking for what is out there. Anyone have any good recommendations?

grim ore
#

There is a course on the learn site, no idea how in depth it is. There is also a set of docs on the docs page

abstract relic
#

<@&213101288538374145>

grave osprey
#

1 hour research i fail to make brakes

#

hmph

hearty walrus
#

oh GOD

snow crown
#

got it

hearty walrus
#

thanks

scarlet birch
#

that was nice and quick

hearty walrus
#

Okay how tf do I create a logo help

snow crown
#

well, hellatze had pinged me for what i was talking about ๐Ÿ˜›

#

so i was already in channel

#

and like "wait did this guy actually just post pirated content?"

hearty walrus
#

yup

abstract relic
#

Spooky link is spooky

snow crown
#

anyway, yeah, i was looking at udemy courses... they are all $10 right now

grave osprey
#

?

snow crown
#

I'm just trying to find some good stuff for some engineers we are going to be training to do UE4 development

grave osprey
#

youtube, udemy, skillshare

#

assuming you dont have budget. youtube

#

and docs

snow crown
#

i do have a budget, which is why i'm looking for more specific suggestions on good courses

warped current
#

hey guys sorry to just budge in but can someone help me troubleshoot this haha unreal issue

#

It's the Spawn AI from class node... i'm trying to expose a variable inside the AI blueprint to be able to change those parameters on spawn. But unlike spawn actor, Spawn AI from class node doesn't show the exposed variable...

grave osprey
#

idk about good course for that

warped current
#

How do i show exposed variable @ _ @mystic fjord.........

grave osprey
#

idk about AI sorry

abstract relic
#

Bp or cpp?

grave osprey
#

btw i am looking for making brakes. i miss 1 crucial nodes

grim ore
#

@warped current show it where?

warped current
#

inside the spawn AI from class

#

spawn actor from class shows variables that are exposed

grim ore
#

@warped current that node probably wont support it, after you spawn you can set it

warped current
#

the return node dont' give me the option to set that variable tho

#

ewrr return value

#

you're talking about something like this right?

#

im incredibly beginner haha so i'm sorry if i'm misunderstanding

grave osprey
#

how to freeze movement ?

grim ore
#

that is correct, if you mouse over the output pin you will see the return value is a PAWN. you need to cast that return value to your specific class type then you can set the values in it

warped current
#

ohhhhhh

#

let me try it out