#ue4-general

1 messages Β· Page 611 of 1

warped current
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So like this?

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its not working for me @ _ @ ... it's not changing the variable ( i put random name inside "Sub Name")

grim ore
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how do you know it's not changing it? is the cast failing or passing

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your code looks fine, maybe your check is not valid

warped current
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oh wait actually it is working

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there's something else that's broken, the variable has definitey changed

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thank you @grim ore πŸ˜„

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

cause I'm jumping a certain altitude with the Jump function but the animation jumps higher than the actual character collider.

grim ore
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you will have to adjust the size then or adjust the animation so it doesnt go outside of your collider. When you jump the collider is what is moving, the animation is just for show

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your animation in theory should be played back in place anyways so it would not go out of the collider

steady owl
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Anyone know how to stop jumps being absorbed by a slope when moving up a slope at speed and jumping?

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Tried MaxStepHeight / most of the CMC params etc.

ornate ice
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@grim ore yeah but usually jump animations tend to pick some vertical space

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they play in the same spot

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but it actually goes up

runic iron
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wdym, like when you jump the mesh goes out of the collision capsule ?

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Maybe you have some root motion jump anim then, but z movement isn't taken into account unless in flying mode so that'd be surprising. Try enabling root motion on your anim though if that's the case, should solve the issue

ornate ice
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weird

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cause I downloaded the Mixamo jump animation

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and I clicked in Place

grim ore
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which jump animation is this on mixamo?

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the default UE4 jump animation does leave the capsule but only by about half the head

ornate ice
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with activating the root motion and lock root

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stays inside the capsule

open eagle
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Will deactivating a component deactivate it's attached children?

naive comet
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anyone wanna join general voice chat its getting kinda lonely over here

crude vessel
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oof

grim ore
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somebody thinks you do lol

crude vessel
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how do I find a static mesh on a character blueprint... when it has no static mesh? and yeah I tried searching

grim ore
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does anything get added at runtime?

regal radish
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Does the ue4 doc page on the web have everything about unreal engine on?

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Where can you find everything about the unreal engine

wooden mango
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Hey guys, I'm wondering if this is a bug or if it's not how UE blueprints are supposed to operate.

I have a blueprint where I made a variable type of actor class and have specified it as the end node. when called it fails to read the property "CallFunc_Array_Get_Item" but if I manually specify the actor class without a variable to the same settings, it works.

chrome ivy
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Happy new year!

verbal jackal
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Anyone has any ideas there is any common issue when exporting from blender fbx and importing in unreal that after numros tries I have the character model i have the skeleton and they are showing up correctly, but i also have all the animations but they are not showing any preview?

wooden mango
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ooo, have you tried the blender to unreal addon?

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it makes the scripts and everything you need to export/import them easily

golden lotus
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Just had a quick random question. Is there any simple way to make an actor's net relevance range only considered on the XY plane, as opposed to in 3 dimensions?

wooden mango
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I would split output struct on the 3D vectors, plug them into 2D, and calculate distance from that

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or put them into a new 3D vector with Z forced 0, and calculate distance on that

golden lotus
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Where in UE's source would this code be located? I'm a bit unfamiliar with it.

wooden mango
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is this blueprints, or CPP?

golden lotus
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This is cpp

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If there's a function I can easily override to change this behavior that'd be ideal

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I'm just not sure which class I'd need to look at to start with it

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Only for this specific actor as well, so I'd rather not go change a line of source code and have it be present for all actors.

wooden mango
golden lotus
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I'm aware of how to calculate a 2D distance, as opposed to a 3D distance. I'm just not sure where in UE4's code this net relevance distance calculation is handled, nor how to override its behavior for only a specific actor subclass.

runic iron
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@verbal jackal What are your units in Blender ?

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The scene ones I mean

wooden mango
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I'm not aware of a specific function to handle all of it, but you should be able to do it without editing source code, just a new function to grab the InX and INy from the Fvector, and plug them into two new FVector2D then get Distance 2D from those

white canyon
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could someone please help me set up my source tree repository? because i followed a tutorial perfectly, and it isnt letting me push modified files to the repository

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please.

verbal jackal
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@runic iron IDK default

wooden mango
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Yeah, that one

golden lotus
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That's not really what I'm asking, Nowski.

I know how to do this

float Distance2D = FVector::Distance(ExVector.X, ExVector.Y, 0.0f).Size();
wooden mango
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Sorry for the misunderstanding

runic iron
golden lotus
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I need to change how UE4 computes the net relevance condition such that it does this, specifically, when determining whether or not an actor is net relevant to a specific client.

verbal jackal
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I checked now the characters height in blender is around 3.75meter

runic iron
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@verbal jackal My fix assumes that your character was modelled with blender's default scene settings, like you didn't change the units

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Just before exporting do the steps I linked above, should work hopefully, works for me at least. Had the same issue as yours

verbal jackal
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I havent change them, just now to the 0.01 as suggested, should I do so in the fbx exporter too or is it expecting use of the plugin?

runic iron
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Need to go rn so can't help much more sorry, hopefully it'll help

wooden mango
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As far as I'm aware, the plugin when used for exporting to unreal makes it a 1:1 size ratio with default settings

runic iron
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Yeah my fix doesn't use the plugin at all, just export to fbx

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Really need to go now lol, feel free to dm me if that don't work for some reason, I'll answer later

verbal oar
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doesn anyone know a doc or guide to bone naming convention for UE$ skel to simply replace the skeleton and mesh so i can use a prebuilt anim BP?

wooden mango
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@golden lotus, Just making sure I understand, Do you want it to replicate only the 2D Vector Distance when it is net relevant, or do you want it to only calculate the 2D vector distance when net relevant?

verbal oar
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UE4 *

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i simply want to use a UE4 skel anim in mo cap from EMP and swap out the mesh with skel

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hmm, far more complicated than i'm used to

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i searched the docs for Uen

golden lotus
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That's not what I meant either.

Let me try and explain what I need to do.

Right now, you can set the NetCullDistanceSquared property in any class derived from AActor, such that it will not be net-relevant to clients who are further than that distance in the game world.

The dilemma I am experiencing, however, is that this distance is computed as the 3-dimensional, euclidean distance between the location of an actor, and the location of the client's currently controlled character pawn.

The functionality I desire is such that, for only one specific class of AActor that I have created, it computes this net relevance distance as the euclidean distance only with the X and Y coordinates, while neglecting the Z.

The context is, I have a system I've been working on that involves a grid of actors to handle a procedural building system. When players go too high above the actor, it becomes non net relevant. I want each actor to be responsible for a specific cell on the map. The last resort is, obviously, to increase the net relevance range such that it'd never be an issue for any map we have, but It'd be a lot cleaner to just handle this as described above.

wooden mango
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@verbal oar would animation retargeting be what you're looking for? This way you match only certain bones, or is it more than biped actors?

crude vessel
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I don't think anything gets added at runtime

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this message only appeared during lighting build

grim ore
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definitely weird there is no missing mesh then

verbal jackal
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eej the plugin works for unity too

crude vessel
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great, my physics asset just randomly broke somehow?

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huzzah

wooden mango
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@golden lotus oof, makes more sense now I apologize. I can't think of any quick way to do that. Would it be possible to place a hidden mesh for that actor locked on the z axis, then pull the NetCullDistanceSquared from the z-locked hidden mesh instead of the owned actor?

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z-locked to the terrain if possible

golden lotus
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Well, I found this:

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ActorReplication.cpp

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bool AActor::IsWithinNetRelevancyDistance(const FVector& SrcLocation) const
{
    return FVector::DistSquared(SrcLocation, GetActorLocation()) < NetCullDistanceSquared;
}
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I thought about doing that, actually, but players may end up going up or down 20,000 UE units anyways, which is its current relevance radius

normal burrow
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Is there a way to add a component to a socket without making a bp?

golden lotus
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well, I cannot in my actor class

dim plover
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Pat, I'm 99% sure yeah. I'm pretty sure I do that.

normal burrow
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In the details panel?

dim plover
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Oh, I thought you just meant in code. Now I understand, kind of.

normal burrow
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yeah, I don't see the option to pick a socket

wooden mango
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If you have an actor with a socket on the skeletal mesh, you could enable socket snapping

golden lotus
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Are you doing that in c++ or blueprint

verbal oar
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yes retargeting would be fine , would i be able to export the UE4 skeleton to 3ds max format and then rig the mesh to it, then retarget, yes?

normal burrow
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Basically I can't make a blueprint but would like to be able to add component to a bone on a sk mesh component (in details)

dim plover
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Which details panel?

wooden mango
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So if you have the socket created already, just enable socket snapping, then select the actor you want to attach in the viewport and click on the socket it should snap to

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if you don't want to enable socket snapping, you can use the context menu

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there will be a menu that pops out (details panel) and you can select the bone or socket

verbal oar
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i'm a modeller and level designer so modelling a character is one thing, i would need to rig according to an exported skeleton if possiblwe

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i'm not really big with Animation according to UE4

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only made experimental rigs on characters for an online class with 3dbuzz

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generic human IK

normal burrow
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Appreciate it Nowski

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Wasn't able to get it to work, was dealing with cinematic actors so i couldn't get to all the options really

wooden mango
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@verbal oar Got it, so as a shortcut I would export the UE4 Mannequin_Skeleton asset from unreal or you can see some default rigs in the unreal docs from https://docs.unrealengine.com/en-US/Engine/Animation/Skeleton/index.html

If blender rigging isn't working out (my biased recommendation), there also is a decent tool for animation and rigging called akeytsu (they have a 30 day trial so you don't have to pay to check it out).

An overview of the Skeleton asset and how it applies to animation in UE4.

verbal oar
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i have 3ds max

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it has bones and naming convention means

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but ty much! exporting the skel to a useable format would be excellent

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gonna read thru the doc soon

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dinner

wooden mango
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3DS Max works too πŸ˜„ What I would do then is either grab the UE4 mannequin skeleton or grab any of the skeletons available from the Infinity Blade packs (free) that are close to the size of your mesh. then you can rig it up to yours and retarget or use the already completed animation

golden lotus
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Nowski, I figured out how to do what we were discussing earlier.

verbal oar
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ok, can i retaget a mo cap anim and skel too?

wooden mango
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should be able to, are you recording the mo-cap on the fly, or do you already have the anims available?

verbal oar
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cuz i have a rock climbing aimation BP and i want to simply replace the mesh so it will be faster and easier, no need to create my own rig if the Mo Cap uses Ue4 stock

wooden mango
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@golden lotus That's awesome, which way did you go?

golden lotus
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You need to take your specific Actor and do this in your header file:

    /*Override on ActorReplication.h's IsNetRelevantFor function.  The intent is to replace the 3D euclidean check for net relevancy with a 2D net relevancy check instead to fix the bug
    where tunnel networks unload if the player goes too far above or below the XY plane.*/
    virtual bool IsNetRelevantFor(const AActor* RealViewer, const AActor* ViewTarget, const FVector& SrcLocation) const override;
verbal oar
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no i got mo cap from EMP

golden lotus
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And this in the cpp file

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bool ATunnelNetwork::IsNetRelevantFor(const AActor* RealViewer, const AActor* ViewTarget, const FVector& SrcLocation) const
{
    // This was copied directly from ActorReplication.cpp's IsNetRelevantFor function
    bool bRelevant = Super::IsNetRelevantFor(RealViewer, ViewTarget, SrcLocation);
    if (!bRelevant)
    {
        //Do a specific check here.  If the actor normally is not net relevant due to being outside of net relevancy range, we do an additional check here to see if it lies
        //within net relevancy range if the Z coordinate is neglected.
        if (!IsWithinNetRelevancyDistance(SrcLocation))
        {
            if (FVector(SrcLocation.X - GetActorLocation().X, SrcLocation.Y - GetActorLocation().Y, 0.0f).SizeSquared() < NetCullDistanceSquared)
            {
                bRelevant = true;
            }
        }
    }
    return bRelevant;
}
wooden mango
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Yeah, UE4 should be able to retarget as long as you've got the same "basic" features like a pelvis, elbows, knees and such

golden lotus
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That fixes the issue!

verbal oar
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would prefer an exact match, can do it just wanted a simplified version or an export, UE4 is fairly new to me

wooden mango
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Nice! so no source code edits!

golden lotus
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thankfully, no. That is always, always a last resort

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Source code edits make upgrading your UE4 to the latest version a royal pain

grim ore
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@normal burrow have you looked at using an event track on the SKM to add the item to the socket during playback?

normal burrow
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well the bug was with attach animated

verbal oar
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Does anyone know how to post to Looking For Talent?

normal burrow
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I some how fixed it by forcing a change state set

glass ginkgo
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Happy new year everyone!

verbal oar
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Happy new Year!

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Year*

golden lotus
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I've posted there a few times, Gypsy

verbal oar
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seems only trhe bot posts

wooden mango
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@verbal oar To get started, send a DM to Unrealbot with the word talent (you can also say lft). The bot will ask you a series of questions, automatically format a message based on your answers and post it to this channel.

golden lotus
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hmm that's odd, it's been a year or so since I posted, but we were able to find contact with an animator through there

wooden mango
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You can see the pinned messages on the channel πŸ™‚

golden lotus
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they must've changed things since I last posted, I didn't have to do any of that

verbal oar
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ok i posted, ty guys

rancid lynx
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does unity have a lesser version of blueprints ? of some type ? some system i can learn to do basic things without programming? i understand java and classes, but i dont think i understand nearly enough to code junk like "attach mesh A to mesh B" or "move to location " etc etc

grim ore
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they do in alpha (visual scripting) as well as addons like Bolt

rancid lynx
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i like ue4 alot more. i m just curious .

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oh hey thanks tomatoesSan !

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happ y new year buddy.

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your the guy that makes those wonderful gift to earth "WTF " video tutorials right mathew?

grim ore
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yarp

rancid lynx
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im gonna see if i can send 10 bucks on youtube somehow nice and easy

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a pizza from me haha

abstract relic
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How many pizzas have you received over the years from fans Mathew?

grim ore
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nada πŸ™‚ I don't take donations

rancid lynx
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wait wait

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i was gonna send 10 bucks on patreon. you can get that right ?

grim ore
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if I had a patreon sure

rancid lynx
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so patreon just has like, all your pizzas, in a fucking room ?

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google sure linked me to patreon. automatically

grim ore
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oh weird

rancid lynx
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well i clicked the donate button

abstract relic
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Sounds like someone masquerading

grim ore
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aww well I don't know where that is. I did start one at one point but realized it was just to make sure no one else did and I never launched it lol

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so as far as I know it doesnt exist to donate to or subscribe

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yep nothing comes up on search for patreon

rancid lynx
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i didnt send anything yet . i was still trying to create an account first

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ill try and send 5 bucks

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half a pizza : (

grim ore
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what is the link for this? or the name to look up

abstract relic
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Gotta spend money to waste money

rancid lynx
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goto your youtube channel

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then click the donate button

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that should take you to your patreon i guesssss

grim ore
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oh lol you can do that?

rancid lynx
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i have no idea. this is the first time i ever tried

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if i see your video, i see a donate button below, near subscribe

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so im guessing google knows how to find your patreson idk

scarlet birch
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I don't see one

grim ore
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wow.. uh... no donate button here

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maybe you have some plugin doing it?

rancid lynx
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great guess, ill try chrome next

scarlet birch
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Some script kid thanks you for your donation

rancid lynx
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ive never personally tried to add addons recently.

grim ore
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as far as I know i have no donate or subscription stuff on purpose so if one was to show up I would be sad 😦

rancid lynx
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firefox shows a donate button. chrome doesnt.

abstract relic
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Please don’t touch shady buttons

rancid lynx
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lolol catshit. i guess i did install youtube downloader last year

normal burrow
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someone owes you dollars matheww

abstract relic
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Google has your bank information apparently 😜

rancid lynx
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i didnt send any cash to that donate button , great guess

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ill try and find your patreon info on youtube

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ive seen like 52 of your videos at least

abstract relic
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Thought he said he doesn’t have one

grim ore
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well you shouldnt be able to find it so πŸ˜›

abstract relic
rancid lynx
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yea. i dont see any.

grim ore
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and google does have my bank info since I do have passive ad income from the videos

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man I was worried I had some secret patreon account set up somewhere with hundreds of pizzas going to waste

abstract relic
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Google opens money wiring accounts for you now. Very thoughtful of them /s 😜

rancid lynx
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heheheh

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well i hope google at least gives you some cash for the awesome videos i watch

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they need afucking donate button

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its not 1992 anymore

grim ore
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i have it disabled on purpose

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donations/subscriptions = direct money for doing stuff = I feel like I need to do stuff

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right now I can take a few months off to work with epic or research stuff and not feel like I have to post to make subscribers/donators happy

rancid lynx
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i can almost understand but. you already did 998 stuffs

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eat some pizzas

normal burrow
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sacred internet pizza

abstract relic
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Pay him directly at least. A good chunk gets eaten if you use patreon or YouTube. They really like pizza.

normal burrow
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They sure do

abstract relic
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But ultimately

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No means no 😜

normal burrow
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spray no

grim ore
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I do contract work for Epic so pizza money is not an issue πŸ™‚ I like to know that all the videos I do for the channel I do out of enjoyment of doing them

normal burrow
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I heard once, they have cone pizza at epic.

grim ore
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Epic literally has everything

rancid lynx
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oktyvm. did you ever talk to that one guy.. whats his name.. from 3dbuzz.. uh... zack? which ones the black guy, i forget

abstract relic
rancid lynx
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i used to learn from 3dbuzz like 15 years ago. that was a pretty good site a long time ago

normal burrow
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3dbuzz is a thing still?

rancid lynx
#

surely not. lets checkit out

grim ore
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Zak Parrish and wes bunn probably?

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and the main personality at 3d buzz passed away a few years ago

rancid lynx
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yea haha zak and wes. that was it

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yea i read that news recently actually

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: ( stinky

grim ore
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yeah. I learned a ton of Maya and C++ from them yeaaaars ago

rancid lynx
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i learned a little about alot of things , from there, long ago also hehe

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before youtube was full of content

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good times

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i still never made a game though

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but im half way there now

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skyrim and zelda botw taught me to despise menus. this VR game works hard to avoid all menus

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the deepest menu i have is "press B" to spawn an open backpack. but the games not very fun yet so.

next current
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bruh how do i make a BeginPlay node in a blueprint widget

exotic thicket
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I kinda wanna do a VR game with no menus or anything.. you just have to do everything physically. Ie. backpack is on your back and you have to pull it off, open it, etc.

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But that sounds like such a pain I have no idea if I'll actually ever get around to it lol

rancid lynx
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i have a good idea for crafting.

exotic thicket
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you have to take a pen from your backpack, draw a 3x3 crafting grid on the ground, and then place items into the grid

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...or maybe not, I just wanted to make a minecraft joke

rancid lynx
#

that does sound fun. idk if i could do that

exotic thicket
#

well, aside the "draw grid on ground", it's probably not insanely tricky :)

rancid lynx
#

when i used to "load level" in ue4 4.2, the load level was instant, in 4.24, the first time i click loadlevel its instant, and the second time it takes like 6 seconds to load, and flashes a tiny empty Steam home window.

scarlet birch
#

I love the slimes.

grim ore
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@next current You should be able to right click and type in event begin play

next current
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i did, but all i get is event construct

grim ore
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that is in a widget then

next current
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ye

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im trying to make a main menu

grim ore
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then event construct is what you use, its the same as begin play for a widget

rancid lynx
#

when i use the "OpenLevel" node, the first time i activate it, it works instantly, sending me back to spawn. but the second time i press it, ue4 locks up for 12 long seconds while a tiny oculus style loading hourglass displays, then the open level completes and returns to full framerate. anyone have any idea wtf why ? the first OpenLevel is flawless, instant, every OTHER activate is plauged with a strange load screen that never happened in the entire last year.

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i upgraded ue4 2.4 to 2.42 and installed unity and unity downloaded some oculus driver. those are my only guesses.

exotic thicket
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I wouldn't be surprised if the Oculus stuff had something to do with it... their software is sometimes really freaking broken

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like.. I'll start PUBG, and the Oculus client launches? Why would it do that.. etc. :D

rancid lynx
#

oh i love that wolf3d boss you got on your icon

exotic thicket
#

:D

rancid lynx
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i used to edit little "RC"s onto his chest in like 1992

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it looked great in game

exotic thicket
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yeah I probably did some really bad edits of some of the sprites back in the day as well

rancid lynx
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i made the white suit enemies arm fall off on death, like the gun blasted off his arm.

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it was so easy, but looked so authentic. i was really happy

next current
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@grim ore thanks :)

rancid lynx
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anyways sorry spam

exotic thicket
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Another random idea I had was a VR horde shooter where you carry around two miniguns ;)

calm widget
#

trying to figure out how to do a 3way blend with a packed texture, any ideas?

abstract relic
#

Use mask component

wispy pasture
#

I'm thinking of using UE4 for a simple driving simulating game. Does anyone know of any examples where this has been done successfully in the past using UE4? I'm mostly interested in seeing realistic vehicle handling and physics.

grim ore
#

I don't know if "simple" and "simulating" go together. There are 2 vehicle templates you can look at in the engine to see the simple and "advanced" setups they have

wispy pasture
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Sorry, by simple I meant that I'm making a proof of concept

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So I'm only interested in how the vehicle physics will behave, as opposed to things like environment/materials/whatever

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And thanks, I'll check those out

grim ore
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according to the internets GTR3 is an upcoming professional racing sim using UE4. Beyond that I can see some concept stuff on youtube and some starter templates on the marketplace

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in terms of physics and stuff the advanced vehicle template does have quite a few options for realistic handling

wispy pasture
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Yes, I saw those too - I was a little surprised there weren't lots of examples, but it might just be that it's too niche a genre

grim ore
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I think so plus most AAAAAAAA games take YEARS to develop and we are only at the point now where those games are starting to become released

wispy pasture
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Yes, that's a valid point. Thanks for your advice, I'll check out the templates in the engine and on the marketplace

grim ore
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at the worst the test track with the advanced template is fun to drive around on lol

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set up a few blueprint checkpoints and bam ship it

calm widget
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@abstract relic that function only takes texture 2d, i couldnt really figure it out but i created 3 separate functions with the texture i need. seems kind of redundant, but it works. if anyone got any other ideas? : )

wispy pasture
#

I'm not experienced with UE4 which is why I was hoping to see examples of past success before I spend much time on learning how to do the basics, but actually that GTR3 game looks very promising, so if that can be done then I'm sure UE4 can meet my requirements

grim ore
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@calm widget It looks like if you just wanted to put a texture 2d into the function you could plug a texture object right into it

calm widget
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yes, but the problem i had was that my texture was packed

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just solved it like this instead

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im a bit confused with the texture object thing

grim ore
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ah you only wanted one of the channels from the texture was it?

calm widget
#

ye : )

abstract relic
#

It wants two channels so just use the component mask

grim ore
#

it doesnt want 2 channels, it wants a texture 2d object is the issue

normal burrow
#

this is like a surface normal blend thing?

grim ore
#

even down to the "just use a component mask"

calm widget
#

oh, thanks. i'll check it out

grim ore
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the basic answer was "rewrite the material function to do what you want, epic didn't design it that way"

calm widget
#

yeah, it makes sense. i looked throught it, and i could basically delete all of it and add my texture and lerp both xz and yz and it worked fine : )

grim ore
#

yep yep I never even knew that was in there I always did that function manually lol

plush yew
#

Happy New Year

white canyon
#

can i use a starter material to paint an outline on a landscape?

grim ore
#

but its normally meant for things like grass and dirt and such on the landscape itself

rancid lynx
#

Sometimes my game runs at 11ms refresh and sometimes 16ms refresh. ffffking randomly. zero windows open in the back, no other processes. each time i "play vr mode". any ideas why ?

#

if it starts in 11ms, it doesnt fluxuate, if it starts in 16ms, it doesnt flux, more than the standard .xx spam

grim ore
#

well the 11ms is 90fps and the 16ms is 60fps. I am guessing it's locking FPS since this is VR and it does that

#

if the devices cannot hold the FPS mark (90) then it drops it down to the next level and holds it there

rancid lynx
#

wonderful guess. i use oculus debug tool to insure that autosyncronous space warp trash is disabled.

#

88 frames should never translate to 45. john carmacks worst fucking idea ever. in the intire history of all dooms

grim ore
#

I want to say that is reprojection

rancid lynx
#

im sure he knows something i dont. and i dont care. id rather have tearing or what ever it was ^ ^

#

well, i disabled the reprojection i believe.

grim ore
#

and I agree it should not do it but It's something they insist on doing to keep people from feeling sick

rancid lynx
#

45 fps makes me sick. its the only tihng that makes me sick. but i agree with your answer.

#

surely that must be why

grim ore
#

I think you can disable it but its on the software side not UE4 side

high void
#

Quick general practice question. Let's say I want to add a DoorHinge to my Door blueprint that will allow me to toggle open and close the door. Would this be best implemented as a SceneComponent, or would an ActorComponent be better suited?

grim ore
#

what is the door hinge going to be used for?

#

is your Door Blueprint just a static mesh of the door you put in the scene or more than that?

high void
#

Door BP is an actor with a Static Mesh root (door frame) and a child mesh (door). DoorHinge is solely used to open and close the door, by rotation

grim ore
#

I would assume it would not be needed as you would be rotating the door mesh no?

high void
#

My current implementation is a SceneComponent called DoorHinge with a function that opens the door by rotating itself, which also rotates it's child (the door)

#

If I was doing pure BP no, I wouldn't need it. But I'm doing the rotation in code

grim ore
#

yep that sounds like how it should be done assuming you need to use the hinge to offset the door (the door doesnt have a pivot in the corner)

high void
#

Then executing it in BP

#

The door has a pivot in the corner, just using the starter content door

grim ore
#

if you can do it in BP you can do it in C++, the BP just calls C++ code. its just a static mesh component so calling rotate on it should have no issues

high void
#

But where would I write the code? I'd like to make it modular, so having a component with the implementation makes sense to me.

#

I'm writing a custom component currently. I wrote a custom actor before, then derived a BP from it, but I feel like that's not right, especially if I want the door to be able to do more

#

Though I'm not sure, that's why I'm asking :)

grim ore
#

gotcha so you want to be able to just call a function on this component and have it do open/close rather than have your blueprint with this code doing it

cerulean nova
#

Im currently working on a pawn i want it to behave like a car but without physics so far so good... i controll the input with input axis and the steering is a "Add Controller yaw Input" but its possible to "Turn" in place currently i dont want that and i dont want to use the wheeled vehicle preset from ue because its physics based and i want the cars to feel fast and responsive πŸ™‚

grim ore
#

seems a bit complicated but if you want it self contained an actor component could do it. You could make it super modular where it takes a mesh, a time to rotate, and starting/ending vectors then it handles it all internally

#

I personally just make one master BP door and handle all the code inside of it but I just re use that one blueprint and not piece it together for re use

#

you are thinking ahead, I just think of getting it done with minor re use πŸ˜›

#

epic has components for rotating stuff so what you are asking doesnt seem out of ordinary

high void
#

I can definitely see that working. You think that'd me more in line with convention than a SceneComponent? I was trying to ask more in the sense of "which type of component is more purposed for that operation". I'm trying to discern the meaningful difference between the two xD

grim ore
#

well scene is just meant to represent a transform

#

actor gives you all the benefits of an actor

high void
#

I think I need to read up on the benefits of an actor

#

ActorComponent can do more than just "change transform". Iirc it doesn't even have a transform

grim ore
#

that is actually a good point

high void
#

So SceneComponents are used to represent and manipulate transforms and rotations, and ActorComponents are for functionality beyond just that? E.g. manipulating other components, such as StaticMeshComponents

grim ore
#

it looks like a primitive component might be what you want

jovial solstice
#

since a few releases ago the editor pivots around the thing you last selected, is there a way to only focus on something when you press f?

high void
#

Oh jeez I didnt even think about those lol

#

This is the page I've been scouring for ideas

#

The one you linked

grim ore
#

@jovial solstice that is not the default behaviour

#

wait do you mean it auto focuses or it's auto pivoting or?

jovial solstice
#

the camera pivots around the thing selected

digital anchor
#

you wouldnt normally inherit primitive component, unless youre doing another mesh type

jovial solstice
#

when you alt+left mouse press I mean

high void
#

Yeah primitive components seem to be used for animation and rendering specifically

#

If I understood UE docs definition correctly

#

Apparently SceneComponent inherits ActorComponent

#

Maybe a more streamlined definition: if it needs a transform, use a SceneComponent

#

If it doesn't, use an ActorComponent

#

I.e. inventory doesn't need a transform; ActorComponent

grim ore
#

@jovial solstice weird. when I alt-rotate around it rotates around the center of my screen not what I focused. I thought there was an option to enable what you are saying but it's not on default.

high void
#

Sword needs a transform; SceneComponent

jovial solstice
#

@grim ore I've looked around for options but I can't find any, maybe I'm blind

digital anchor
#

Sword normally needs a hierarchy, mesh, particles, sound, etc. so i would recommend an actor for that

#

unless of course you dont need it :p

high void
#

But if I had a Player BP, would I be able to add a Sword to it's heirarchy?

#

I thought you couldn't put an actor in another actor

digital anchor
#

yep eighter with ChildActorComponent or AttachToActor

high void
#

Ohhh that actually explains a lot. When I was first messing around with that, it made a ChildActorComponent when I dragged one actor into the BP I was working on

#

But does it retain its type? I.e. if my Player BP had an action that required a sword, I'd be able to use that child actor?

grim ore
#

@jovial solstice I can't seem to find anything but if you install a new version, or find an old version that doesnt do it we can check the release notes. for me if I click on a building and focus it, then alt-shift-mouse it will rotate around the middle of the screen (the focused object). I can then click on anything else anywhere like off to the side and when I rotate it still rotates around the middle of the screen it does not go to the selected item or rotate around it

jovial solstice
#

@grim ore ah I found it actually, it's "Orbit camera around selection" in editor preferences... I don't know when I checked this but it all worked out, thanks

grim ore
#

I think lol yep I just found it

#

pivot and rotate would not work as keywords but the docs pointed it out and 4.22 is when it was added

high void
#

Also thanks @grim ore and @digital anchor for your help, gave me a lot of good info :D

grim ore
#

I am super curious on how it works out in the end. I am really bad at encapsulating stuff into smaller stuff like that so I would like to see how it ends up working

high void
#

Gotcha. I have the SceneComponent one working, doesn't even need a mesh reference. The ActorComponent one will tho

#

Both "work", but one might be more efficient. Tbh I think it'll be the ActorComponent. Since the pivot for the door is already in the corner, I don't need another transform. Having one less object in the hierarchy is worth having to pass one more parameter, which is one more getter in the BP

grim ore
#

sounds smart πŸ™‚

eager minnow
#

Hey gang - question (sorry for interrupting). Is there a way to have multiple physics materials on a landscape? I made a simple two layer material for my landscape but there’s only one slot for a physics material. I can’t find any info online about it other than something about a bug where the landscapes were not returning results from hit casts, but that was an old bug.

grim ore
#

if you have multiple materials in the landscape it should detect the physics material inside the landscape itself that is hit, the other one in the main material is used as a default. The issue is that bug is present in 4.24 from what people are saying where it does not return the physics materials on landscape hits from the hit result anymore

thin tendon
#

I want to add power poles to my game. What is the best way? I'm thinking place each pole manually and spline the cables.

steep ferry
#

damn seriously? I guess that will be a usefull info Mathew

eager minnow
#

@grim ore oh really? Interesting. I didn’t realize the bug was still present. I only have one material but with multiple layers. Maybe I should try refactoring to the new material layer system. I have it set up with material attributes so the only place for a physics mat is in the base material (if you follow what I’m saying). The material attribute component itself doesn’t have a physics material input.

#

Ps - happy new year folks!

hoary silo
grim ore
#

@eager minnow yeah apparently it was fine in .23 and broke in .24, probably due to the new material layer system added 😦

eager minnow
#

Ah. Well then I’ll be putting that bug aside for now. Lol. Thanks for the info!

coral shoal
#

Does anyone know why a Set lifespan .0001 destroys an AI controller fine, but the "destroyActor" node never actually destroys it

grim ore
#

an ai controller? i would assume due to it not being an actor?

coral shoal
#

ai controllers are definetly actors :p

normal burrow
#

Believe their lifespan isn’t traditional actor

coral shoal
#

ah, so there's some special handling further down. they do inherit from AActor

#

"void AController::K2_DestroyActor()
{
// do nothing, disallow destroying controller from Blueprints
}"

#

lol

#

i mean

#

fucking why

normal burrow
#

Probably didn’t want to account for it

#

It’s easier to just say no

coral shoal
#

If there is some odd side effect they were trying to avoid it would have been nice to include the reason in the comments

#

needing to destroy a controller isn't exactly super outside the bounds of expectations?

normal burrow
#

Are you trying to make it brain dead kinda? I think ai basically is owned by the pawn it’s made for. Could try ejecting it from its pawn

coral shoal
#

For what im doing, the AI Controller is supposed to keep existing in some cases after the pawn is destroyed

#

similar to how a playercontroller would

#

the controller owns the pawn afaik

normal burrow
#

I don’t know enough about it to say much but do wonder if that’s something that wasn’t intended for

coral shoal
#

if they reversed it for player controllers and ai controllers i cant imagine they intended much for it to begin with, heh

#

the most obvious use case would be something like an Unreal Tournament bot right. The controller and it's playerstate has to keep existing to store the bot's score even if the pawn and character gets destroyed and respawns somewhere else later

normal burrow
#

Not sure, but would say it’s convoluted enough just to support the two things identically but not at all to where you just accept when stuff bends to satisfy

coral shoal
#

It is easy enough to work around

#

that //do nothing won't stop being a headscratcher anytime soon though

normal burrow
#

Personally would like a big write up of object ownership and flags too.

#

Just have to read the source code more sometimes unfortunately

burnt hull
#

hey guys, my open asset tabs aren't restoring when reopening a project that i just ported over to 4.24

#

i have the setting checked, but it still just opens the project up with all assets closed

#

is there a config file somewhere that i can put this setting in manually or something?

burnt hull
#

apparently this is an actual bug in 4.24. i've submitted a bug report on this, but if anyone knows if there is any way around this please let me know

tawdry heath
grim ore
#

+1 for having comments!

tawdry heath
#

Hey how would I make my character finish his reload animation before he is allowed to sprint?

#

oh wait I got it

bold shadow
tawdry heath
#

Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsThird_Person_Character". Blueprint: Weapon_Base Function: Reload Graph: Reload Node: Return Node

#

HALPP

cloud cobalt
#

Sounds like your player character is not a ThirdPersonCharacter.

tawdry heath
#

It is

cloud cobalt
#

Or even nothign at all.

#

It's either nothing, or not ThirdPersonCharacter

tawdry heath
cloud cobalt
#

I'm just translating the error message for you here

#

Find out more by using debug messages in the graph

tawdry heath
#

I got it from this video

#

people in the comments having same issue but I barely understand anything because I'm new 😦

cloud cobalt
#

Then debug it

tawdry heath
#

where's that

cloud cobalt
#

Print the values, names of actors etc

tawdry heath
#

it happens right when I press "R" which is when my character tries to reload

cloud cobalt
#

Your Blueprint code has a flaw, find it

#

The error tells you the character was either null or not the expected class

#

Just start by printing the name of that character in the same graph

tawdry heath
#

what does it mean in the bottom

cloud cobalt
#

Nothing much

tawdry heath
cloud cobalt
#

Look, I told you how to start debugging your bug, I'll stop there until you try that

tawdry heath
#

ok I'll try

#

thanks for telling my about the debug thing

cloud cobalt
#

Using the built-in save system, you'll have to load it again to read it.

#

So you can't know if the reading or writing is wrong

#

So, you can't know and you'll have to check both loading and reading to know.

#

I'd start with the writing since loading is usually more straightforward

bold shadow
cloud cobalt
#

@light lintel Sounds like the writing is wrong on exit then. Check if you do it differently

bold shadow
cloud cobalt
#

Show me your save system.

bold shadow
tawdry heath
#

I FIXED MY ERROR!!! ☺️ πŸ™‚

cloud cobalt
#

So what does SaveGame do ?

bold shadow
cloud cobalt
#

@light lintel You should always create a new save game object. It's not a save file - it's an object that saves data to it.

#

Skip the IsValid on SaveGameRef

#

Only keep the invalid branch

#

Just try what I tell you

#

I don't make the tutorials, and I don't care much if they are wrong

#

What's the graph like now ?

#

Check that the code reaches the end with a debug message

#

What's PlayerInfo, by the way ?

sullen rain
#

guys- do anyone of you have this pack available, it was free in Jan but i didnt add it

cloud cobalt
#

You should remove the savegameref, too, it's pointless

#

Just plug the output of the cast to your set node

#

Looks like the saving code is correct, other than that

dim plover
#

For an FPS, is having a First Person arms mesh and Third Person mesh the preferred/standard set up?

cloud cobalt
#

When you say "on exit" you mean after restarting the game right ?

#

Like what ?

exotic thicket
#

@dim plover it depends on what sort of "feel" you're going for. More realism oriented shooters may use the same visuals which are seen by other players in first person as well, but those can be harder to set up in such a way that it looks nice from a first person POV

cloud cobalt
#

I mean, start by fixing the errors

dim plover
#

Yeah, I thought having two separate meshes for First Person and Third Person would be easier and more flexible, but...
Managing both meshes' animations seems to be quite cumbersome as well.
Also, certain animations would look wonky in FP, but good in TP and vice versa if they shared the same mesh.

cloud cobalt
#

This example uses async but it works the same with SaveGameToSlot instead

exotic thicket
#

I know "traditionally" fps games have had separate "view" and "world" models - but that was probably mostly done out of necessity for performance (ie. don't show the extra view detail when it isn't needed)... and I don't know how much of that is still done "because that's how it has always been done" lol :)

dim plover
#

🀷 Well, if the traditional way works, I guess I'll just stick with that. But wow, the managing of animations is really more difficult than I thought.

exotic thicket
#

I think PUBG is one which uses the same world and view and at least for someone like me who's used to typical fast paced shooters, the camera action in that often feels extremely clunky (although I do still enjoy PUBG quite a bit)

wary wing
#

It would be (or was) pretty standard to have two versions of each animation in that case, often a much simplified version (or none at all) for players looking from 3rd person

dim plover
#

Hmm, I wanted to avoid duplicating animation assets. I'll have to keep working on this to make a conclusion.
Thanks y'all.

cloud cobalt
#

Well it sounds like your menu doesn't properly updates the data

#

Maybe something else in your code changes it.

lament star
#

Does anybody know how to enable "Ground-truth ambient occlusion (GTAO)"?

#

apparently added in 2.24

verbal oar
#

@dim plover you can use 3rd person template for realistic feet and rest of body, just open the BluePrint, go into view and adjust the camera node...

dim plover
#

I had problems with that approach before, but it definitely would be simpler, I think.

regal yoke
#

How do i save variables between levels?

cloud cobalt
#

Depends what you want to save

#

For game progress, you should use a save system

regal yoke
#

I want to save credits and units and spaceship level and xp

#

@cloud cobalt

cloud cobalt
#

Sounds like you need a save system.

regal yoke
#

how do i save them

#

game instance`?

#

@cloud cobalt

cloud cobalt
#

If you only want to persist between levels and you don't ever plan on saving progress after closing the game, you can put the data in game instance

#

Don't tag me for every question

#

Everyone can answer

regal yoke
#

I made it work with instances

#

@cloud cobalt Can i put later thing that saves when closing game?

cloud cobalt
#

Don't tag me for every question

regal yoke
#

@cloud cobalt Answer to my queston

cloud cobalt
#

No

#

I'm going to block you instead

regal yoke
#

Cool

#

I will now use Google

earnest pawn
#

hey

#

does anyone use livelink with maya?

#

I'm having some problems with it, my rotations are all fucked up and it looks like half my characters body is laying on the floor and the upperbody is sideways

alpine zephyr
#

hey guys, my C Partition is full. I've less than 500mb storage available.
So i need to move my Unreal Marketplace assets to another Partition

#

My question is if i just copy them and paste them would i be able to import them again easily?

#

or is there any automated (supported by epic games) way of doing this ?

regal mulch
#

Since you can always redownload them, why don't you remove them from your pc?

alpine zephyr
#

i cant always redownload assets because i am only limited to download 500GB per month

earnest pawn
#

nvm guys, i was using 4.23 and it seems to be fixed in 4.24.1

regal mulch
#

@alpine zephyr My bad, always forget that some peeps still have no flat. Don't think there is an automated support. I would suggest you try it with one asset.

gleaming creek
#

Has anyone done much with editor widgets? There doesn't seem to be much documentation on them

#

Seems to be some oddities with them, such as you can't create an asset (I think you need to write a custom factory to use that node?), though you can duplicate an existing one

#

Also doesn't seem to be any way to open them from a standard call-in-editor function (I was thinking of having an "open custom editor" button on a blueprint)

edgy moat
#

Where can Δ° find the plugins folder?

#

To use a custom plugin

drowsy kite
#

Can some please help me with this .
I can open the blueprint but cannot save it
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 3067]
Illegal call to StaticConstructObject() while serializing object data! (Object will not be saved!)

gleaming creek
#

@edgy moat UE_4.24\Engine\Plugins

edgy moat
#

Δ°n progam files? or progam files x86

gleaming creek
#

UE4 is a 64-bit application, so Program Files

#

But really, wherever you installed the editor to

#

Since EGS it keeps wanting to install it to my games folder if I'm not careful

dreamy lake
#

Does DX12 and spotlight raytracing have tendencies to make the editor crash ? - Tested raytracing out for the first time yesterday, and playing around with the spotlight had the editor throw an exception saying LockedData.bLocked = true πŸ˜’

opaque cobalt
#

Hello. Where else I can download assets for UE besides EGS?

gleaming creek
#

Quixel?

regal yoke
#

How do i save these visibility settings

#

even if i leave from level to other one and come back

#

Is there something like "when level opened"

drowsy kite
#

@regal yoke save it inside Game instance

regal yoke
#

can i do event begin play = branch (equal boolean) A = Yes yes boolean from game instance and B = yes yes

#

@drowsy kite

drowsy kite
#

yeah , check on begin play of the map, if Game instance has saved values , then use those other wise use defaults .

regal yoke
#

its working

#

i did like i said

drowsy kite
#

Great !!

regal yoke
#

What is easiest way to create world border

normal burrow
#

@opaque cobalt there are other stores like turbosquid, cgtrader but you want to be careful and read licenses. Your unlikely to find as much unreal specific stuff outside marketplace. So you’ll be importing yourself. Gumroad is where you’ll find more than art but be even more cautious with licensing there

regal yoke
#

and why is my spaceship not colliding with cube

#

It just goes inside it and out

regal yoke
#

i made world border

#

no help needed

gilded lichen
#

Hello, can someone explain what 'Set By-Ref Var' does?

#

As I have two arrays, one with all socket names and the other one with the sockets that are being used. So what I want to do is find the ones that arent being used.

forest tree
#

Anyone out there that can give some feedback on animation workflow? I have animations with 2 different skeletons and it seems impossible to share the animation state machine between them, is that right? How do you guys handle this issue? I'd imagine it becomes tricky to maintain a duplicate of the animation state machine for the other skeletons.

gleaming creek
#

"Set By-Ref Var" updates the value of a referenced variable

gilded lichen
#

oh ok

#

nvm then

#

I think I have a method

#

using the contains node as well as a for each loop

sterile hill
#

amd rx 590 is going well in UE4?

normal burrow
#

It’ll work, it’s about as powerful as a 1660ti

neat rune
#

Hey guys I'm trying to get a cheap laptop to participate in the global game jam this year any suggestions?

plush yew
#

anybody know a fix for the package is not registered on the console? followed the documentation and even ran a bunch of searches and nothing is saying about it

neat rune
#

@plush yew you might want to try posting that on #packaging

plush yew
#

@neat rune I would but im not trying to package the game I am trying to debug it on xbox

neat rune
#

oh ok my apologises

normal burrow
#

What is the price range el Fideo?

neat rune
#

ufff very very cheap since it's just going for events 400€ max and if it could be cheaper the better

normal burrow
#

Hm yeah I dunno if you can do it at that low

#

You’d be hard pressed to find something with dedicated graphics

sterile hill
#

@normal burrow I am thinking of setting up a computer with Amd 2700x and amd rx 590. Will it work with big projects?

exotic thicket
#

Maybe see if you can find refurbished business laptops or something? I hear those can be a fairly good deal

fair bough
#

Does anybody have experience with UE3?

#

got a couple of people working on a project right now and we could do with some help

neat rune
#

I get a page not found

normal burrow
#

That doesn’t have a gpu, only 8gb memory. It might run ue4 but would be a hard life

exotic thicket
#

Might be kinda tough to get a decent CPU and a discrete GPU on a laptop with that yeah

normal burrow
exotic thicket
#

not sure if the Intel GPUs really work so well

normal burrow
#

Well that is the best integrated you can get in second link

#

Ryzen 5

#

||40 dollar cpu wins||, that ryzen 5 is going to be considerably better than the 2200g too

#

@neat rune second though, I dunno if that first one I linked would run ue4

#

It’d be 8gb between graphics and system memory

#

That may be too little system memory

#

You’d be better checking Craigslist or other resale/used things

neat rune
#

@normal burrow it's going to be pretty tough all the computer I've seen with 8gb of ram sit at the range of 500€ and they only have i3s with integrated graphics card

#

thanks for helping me out though @normal burrow

normal burrow
#

In the price range you do not want intel

#

The value isn’t there and yeah their integrated is light years behind amd

#

Ideally look out for used deals with a real gpu

#

Your probably looking at 800 to 1100 for a capable laptop with 1660ti

normal burrow
#

There is a good chance unreal editor wont work on it

half mason
#

im new to unreal, but i was trying to figure out if u could bring a mesh/ asset to unreal from blender, texture it in unreal then bring it back to blender for rendering or tweaking, but when i did, the mesh came back with no texture

neat rune
#

@normal burrow why it as 8 gb cpu is 2.6ghz the card is compatible with directx 12

normal burrow
#

the A6 with R4 graphics will struggle harder than the R5/R7 on amd ryzen

#

keep in mind el fideo rubio when you have integrated graphics like with that R4 on the A6-9225 you have to set aside some of your system memory for graphics

#

You get to decide (I think) how much of that 8gb goes to graphics memory

#

But anything less than 3gb and your going to have problems with textures, and anything less than 8gb in system ram you might run out of memory on the cpu

neat rune
#

so far as I understand you can decrease the graphics on the settings pannel

normal burrow
#

Yes but you need graphics memory

neat rune
#

at this point Im thinking just to go to the jam with pen and paper, and draw bps haha

normal burrow
#

Really

#

what you want is a portable desktop

#

You could get very decent parts for unreal editor at 400 if it weren't a laptop

#

even if you had to fit a monitor into the budget

neat rune
#

hey that's not such a bad Idea I could get the pieces and a really small case

normal burrow
#

yeah, if you go older hardware

neat rune
#

I have an old asus monitor I can grab

normal burrow
#

you can get a mini itx mainboard for 60 dollars

regal yoke
#

I still dont understand how the fuck i make this shit so that it doesnt make overlap event with specific actors

neat rune
#

@regal yoke cast to the actor that you want to react to

vital parcel
#

@regal yoke Manually exclude what you don't need.

regal yoke
#

Lol what do i do? Cast to what i want to react or cast to what i dont want

neat rune
#

@regal yoke when you cast to stuff you get 2 pin cast success and cast fail, run all the logic out of fail and if it success don't do the logic

regal yoke
#

@neat rune @vital parcel Now it reacts to nothing

neat rune
#

which on is the one you want to exclude?

regal yoke
#

those are what i want it to reacyt

#

react

vital parcel
#

@regal yoke print something on the 'Cast Failed'. Maybe you are not casting the right thing to the right stuff.

#

Are you sure you don't receive a component instead of an actor? If it's a component check out the component's owner.

regal yoke
#

how to use component

#

never done that

#

and those are other actors @vital parcel

vital parcel
#

B4 that print the actor that you are receiving. See what type it really is.

neat rune
vital parcel
#

Always helps to see what you are receiving. Might be surprising.

regal yoke
#

I fixed it

#

Its now working how i wanted

neat rune
#

that example would be if you want to overlap with everything but want to exclude one

#

you will have to ask the tag to the actor you want to exclude

normal burrow
#

thats 57 over budget but would say some of those things are overpriced on there

#

and i'm equating dollars to euros lol

#

I think you could get those parts within budget

#

You'd need a windows key on top of that price too

#

but if you cut down the storage, lower the video card specs or save 20 on a chepo psu you'd still be in good shape

#

(also no case there, hmm)
https://pcpartpicker.com/list/y8Pw3t @neat rune case and everything at under 400 (387 usd) but can't stress enough how much better the 457 build is. admittedly your gonna need some more storage too lol, could go full hard drive and no nvm easily but quality of life would be so in the gutter at that point

ornate hamlet
#

has anyone ever figured out a way to render certain meshes or blueprint components at a different fov?

#

I have been googling for a while but I cant find anything, I found some old trello ticket on this marked as done for 4.9 but there are still unanswered threads about the same question since then

normal burrow
#

Like how many games render the weapon your holding at a beefier lower fov @ornate hamlet ?

#

anyone know if a 4.24.2 release is imminent?

ornate hamlet
#

@normal burrow yeah exactly

#

the only thing I found that seems like a possible solution was to use a panini projection

#

Aparenyl UT uses something like that, but I will have to download the repo to check that out

normal burrow
#

lol panini is a funny name for it

#

I am not sure how to go about it best, but generally before deferred rendering was a thing you'd just draw the weapon on a separate camera over the world one

#

Doing the tricks on deferred involves distorting the model and lying to the gbuffer just to get semi correct lighting and shadowing

#

the name panini kinda implies its doing things right haha so would look into that. but not sure exactly on how to do with unreal

opaque cobalt
#

@normal burrow thanks for the information

normal burrow
#

yeah, just again be careful with stuff. gum road specifically, people could sell you screenshots of things

neat rune
#

@normal burrow Hey pat I'm looking at it now you did a great job fitting it into budget, I'm going to see how much would that cost over here but thank you so much for taking the time πŸ™‚

normal burrow
#

enjoy hardware, np

#

storage would be the thing you most desperately need in it, but going to a rx580 or rx590 for 50 dollars more would be the best spent overage

grim ore
#

what? Everyone can't afford a 2080ti in their dev rig? Why must we all be animals!

normal burrow
#

lol

true root
#

Hi all

#

happy new year

normal burrow
#

Yeah, I mean an rx560 to rx580 is a difference of 60-80 dollars. the rx560 is overpriced imo. But yea its what it is

#

and happy new year roby

true root
#

πŸ˜ƒ

abstract relic
#

I'm sure one of the 7k people online might

autumn elbow
#

Hellloo....Happy New Year !

exotic cave
autumn elbow
#

Are render targets always live? Or can I create 2d static thumbnail also?

next badger
#

@abstract relic keep in mind, many people are stick to specific channels, and may never visit another

#

@autumn elbow they are only live while you're rendering to one...you can just render once

autumn elbow
#

Thanks @next badger

#

Is there an option in the ScreenCap2d to render just a frame and save it?

next badger
#

what is ScreenCap2d ?

#

Scene Capture 2D ?

#

when CaptureEveryFrame is unticked it should capture only one frame

autumn elbow
#

Ok awesome Thanks!

normal burrow
#

perhaps revisit it then and check where things went wrong

#

well, what is the problem right now? does it show no text?

#

start logging

#

find out what actually runs and what does not actually run

#

assume stuff isn't running, but verify (ie, code you have to set the text, may not even be executed)

#

wouldn't bother referencing the tutorial this point if you've gone over it as much as you have. just start trouble shooting the problem like i'm suggesting and find where the execution is and is not

#

is there something you have to run to make the binding happen?

#

I'm not super familiar with umg, but check what your binding returns by logging it, and see when its checked

#

believe you can make bindings that run a function instead of variable lookup. it might be a good way to verify whats going on, then put it back to member lookup when you figure out the problem

deep crest
#

I'm using vs2019 and the latest ue4 installation. Why do I get these intellisense errors? The program compiles though. I just copy pasted the sample project from their programming guides.

grim ore
#

intellisense has issues with the UE4 codebase. Disable it, learn to live with it, or install a 3rd party program like visual assist X

deep crest
#

Thank you.

#

So it is not related to me using vs 2019 ?

grim ore
#

2019 is actually better than 2017 out of the box for this

autumn elbow
#

oH hEY mATHEW!

#

Im going through your UMG tuts right now πŸ˜„

#

TOMATOES!!

vernal dock
#

is there anyway to view through the camera component inside the third person char blueprint?

autumn elbow
#

Don't think so

#

you can select the cam and view it though

idle garden
#

VS Incredibuild works in Unreal Engine? Or just don't do any difference because that is to older versions?

exotic cave
#

HAPPY NEW YEAR!!!! #unrealin2020

vernal dock
#

@autumn elbow i need to move the camera in a precise location to view the gun through the iorn sights

crisp fable
#

we just had a fire drill at my apartment building, im on the 11th floor

#

i got wallet keys phone and cat

#

then i got downstairs

#

and realised i had some unpushed commits

fierce forge
#

hello , i have a problem with apex destruction , when i'm making a destructible mesh it look like this :

#

what i can do ?

gilded plinth
#

Hey peeps can we have multiple bind poses in our dcc that we can import fine into ue4 or has to be one bind pose only?

autumn elbow
#

I would assume as long as the skeletons are different you are fine.

#

You will run into issues..or should i say might run into issues, as I have not tested it, when/if you try to retarget.

#

with?

gilded plinth
#

@autumn elbow the idea is just one skeleton with multiple bind poses crated in maya. The reason i need the bind poses is so i can bind different clothing items

#

but maya does have ways to collapse all the bind poses, but not sure if i need to go through the trouble

autumn elbow
#

@fierce forge sorry.. no idea

#

@gilded plinth Not sure

cosmic matrix
#

Hello,
Anyone good in blender plz contact me

#

got problem to "merge" armature and mesh

#

if anyone can help me

crisp fable
#

what room should i go in to talk about general game dev project management?

#

jenkins and shit

plush yew
#

I'm stuck on discovering asset data on my project. Is there anyway to cancel it?

#

My project is fine just 18 files are left which dont matter

#

what topic should i post in for shaders? Graphics?

normal burrow
#

yep

plush yew
#

ahoy

#

anyone?

#

Or how do i know which assets are being discovered

pulsar kraken
#

does anyone know how to get a base unit (actors) object for percent?

#

I can set it just fine but it does not replicate to the health bar

misty creek
#

@pulsar kraken I'm not exactly sure what you are trying to do, but if you are just trying to get the health of the object get the current health and divide that by the maximum health and then plug that into the return value

plush yew
#

Can anyone please help me?

#

is there a way i can see what files are currently being discovered because my project is stuck on discovering and then crashing

exotic cave
#

How do I change a foliage's material?

plush yew
#

Change the material in the mesh

#

can you help me?

exotic cave
#

I can't, sorry 😦 Thank you for helping me. I just started in UE three weeks ago

#

But maybe others can?

plush yew
#

apparendly no

exotic cave
#

There have to be log settings, right?

plush yew
#

maybe

#

holy shit dude you helped me find it thanks

vernal dock
#

is there anyway to view through the camera component inside the third person char blueprint?

#

i need to precisely move the camera in the third person bp

exotic cave
#

Sorry I wasn't more help!

#

You helped me find what I needed certainly

crude vessel
#

how do I see what the current value of a console command is?

#

or the default value?

normal burrow
#

which one?

vernal dock
#

does anyone know? i figured it be simple

#

it*

normal burrow
#

if you possess the pawn you'll see out of its camera i believe

vernal dock
#

@normal burrow i have to adjust the camera in the blueprint precisely tho inside the blueprint

#

because i want to aim down the gun sights

#

do u know what i mean?

scarlet birch
#

@vernal dock run in editor window, modify the instance of the BP, right click the instance in the list panel and select something like "apply changes to bp"

vernal dock
#

AWESOME

#

thank you ill try that

scarlet birch
#

That may not be exactly right but it's close

vernal dock
#

i dont think i can save the changes to the bp

verbal oar
#

here's SC BL Gitmo footage

#

was hoping for a higher tech version of this, i can model the Extreior and implement BSP into the interior with mesh decor'

#

wait thats the intro, still cool if you havent seen

#

1 second vid\

#

my b

open eagle
#

how do I add a weight to a skeletal mesh component for simulating physics

fallen marten
#

Guys - who can help or where can i get some epic launcher help? Ive uninstalled and re installed, used ccleaner etc every install leaves me with only being able to add 4.23 and 4.24 (it wont recognise my already launcher installed previous version engines anymore) but it must know something because the add new engines + symbol is greyed out.Then once ive installed the newer egines, they crash at 96%

#

@open eagle you can assign weight to the skeletal mesh components physics asset

#

Or in the physics tab inside your BP with that skeletal mesh in it

open eagle
#

@fallen marten Where?

fallen marten
#

click your skeletal mesh first

open eagle
#

I did

fallen marten
#

ok hang on - ill open something and have a look - my memeory might be off

#

The capsule you can assign weight

#

but the mesh weight has to be done in the physics asset

#

So open your physics asset, select a capsule or whatever and then look at the tab on the riht. Click the mass in kg button and then assign a value

#

do that for each physics body on the mesh

pulsar kraken
#

@misty creek just trying to make the health bar work for the object.. its subtracting health just wont decrease the bar visibly

fallen marten
#

That last variable sets the amount your bar is filled

open eagle
#

How can I make my skeletal mesh ignore other actors trying to push it around

fallen marten
#

@open eagle If its simulating, then you have to set its mass higher than everything else

#

Or dont simulate anything

#

Now does anyone know who can help me with this stupid fkn epic launcher?

#

@open eagle also you can go to character movement component, look down the details panel at physics interactions and set the touch force values etc.

slow cape
#

Hey so I had a project crash and when it came back it was missing about an hour of work. I have AutoSave enabled for every 10 minutes, anything im missing here?

#

When I check Game > Saved > Autosaves > Game > Levels it looks like it is not saving consistently

fallen marten
#

if you were saving intermittently then that would explain the time differences

slow cape
#

Like if I had manually saved?

fallen marten
#

Yeah im pretty sure. If any of those files listed are the ones you want, just drag them into your work folder and they will work

slow cape
#

Well it crashed around 8:45 pm

fallen marten
#

oh

slow cape
#

I am not finding anything within 10 - 15 minutes of that

fallen marten
#

not sure if i can help you on that one man

#

Soory

slow cape
#

So is this autosave function just broken then

fallen marten
#

I dont think so, i mean, it works for me, but then again i save heaps anyway so i dont rely on autosave. I learned my lesson a while back after losing hours of work a few times

#

From engine crashes over stupid stuff

slow cape
#

Yeah I would like to avoid losing an hour again

fallen marten
#

Like connecting a pin to a node...

slow cape
#

How do you do it?

fallen marten
#

do what?

slow cape
#

How do you do your saving

#

Not sure what you meant by saving heaps

fallen marten
#

man i save my shit after every couple of compiles if what im doing is working

slow cape
#

Ah I see

fallen marten
#

If im just messing around i dont save as often

slow cape
#

Hmm yeah i've just been adding a lot of geometry to the level and stuff

fallen marten
#

But man, when you are on a roll, SAVE

slow cape
#

Rip

fallen marten
#

SAVE SAVE and then save some more lol

#

Cos honestly, you just never know when the engne will crash

#

Mine tends to crash making adding shit to blueprints

slow cape
#

I mostly get it when I try to run PIE

fallen marten
#

Oh? damn

slow cape
#

But it happens every so often doing other things

fallen marten
#

You can set break on exception in the editor settings which may help. Itll go straight to the offending node rather than continue the sripts and make trouble

#

And when it does, execution will stop and give you a chancce to close the PIE session

slow cape
#

Hmm maybe I should upgrade my engine version too

#

Running 4.21

#

It sometimes breaks my projects though

tawdry heath
#

Every time my character shoots, there is an explosion that happens at my muzzle. But when my character moves the explosion does not stick with the muzzle. How do I fix that?

fallen marten
#

Attach the particle effect to the muzzle

#

so attach to component, then pick the gun, and choose the muzzle socket if it has one

#

or the point where you linetrace/bullet originates/spawns from

tawdry heath
#

how would I attach it

#

the rootsocket is the muzzle

normal burrow
#

there is another spawn emitter

#

i think

#

Spawn Emitter attached or something

fallen marten
#

instead of spawn emitter, use spawn emitter attached

#

yeah

#

that should work

#

I use that for blood spurts from an amputation

normal burrow
#

sounds logical

tawdry heath
#

nothing is spawning though

normal burrow
#

muzzle flash problem is a very game problem thing as they are near instant

#

plug the attach to component

dark stag
#

anyone have any experience streaming video into UE?

normal burrow
#

set it to the skeletal mesh of the gun

dark stag
#

locally or otherwise

normal burrow
#

what are you trying to do?

tawdry heath
#

still not working :/

dark stag
#

well long sotry short, im virtualizing my stage show in UE... so ive got all the fixtures in, and UV maps all set and whatnot but i basically need to either embed or stream in video from an ext app, like touchdesigner or something via spout ? or something

#

to a mat probably

normal burrow
#

So no real latency would be acceptable right?

dark stag
#

welll.... thats where im having to make some descisions.... obv embedding it wouldnt incur any, and probably easier to sync to audio

#

its a weird project... simple in form and function.... just having the content sync or which method i should do is probably going to be the next phase here

normal burrow
#

yeah I mean

#

thing that comes to mind is the zed mini unreal engine integration

dark stag
#

?

#

unfamiliar

normal burrow
#

its a ar device that you fit to vr headset. The amount of edits they put in to get the video in was absurd and required a custom engine build

dark stag
#

ah

normal burrow
#

not assuming your taking live video

dark stag
#

in actuality, i use alot of GLSL and whatnot

#

which outputs to the media servers via TD and whatnot.... now, ive gotten as far as building the structure and all the fixings and mapppings in UE... now its about "well, whats the best way to pack audio and video content in"

#

been talking to Kim Libreri a bit about this, and hes going to pass me off to the Toronto Epic team, but i wanna get a better understanding and headstart on this before i walk into that meeting like a dumbshit

#

nobody likes a dumbshit πŸ˜„

normal burrow
#

haha yeah

dark stag
#

i find with UE you either specialize in it, or you dont.... nothing in between

#

so ive borken the project up into at least 4 "doable" phases.

normal burrow
#

good on you for taking interest anyways. your a little familiar with the whole childish gambino ue4 thing? I'm uncertain about streaming video in to the engine or how much they used of that vs, just actual 3d things

dark stag
#

most of that was TD

#

feeding the content in.... i know about that side of things, but no idea what they did on the UE end

#

what sold me on UE for a "desktop version" opf the show was the rendering engine / volumetrics, all the "pretty" i could easiy do all of this in TD... but... who wants a .toe file and a 600$ software suite as a deliverable?

#

plud theyre renderer is pretty bunk comparedly

#

cant type today.

normal burrow
#

yeah hm

ornate hamlet
#

Anyone got any clue where the UT radial menu can be found? I looked at every Widget Blueprint in the UT project as I got it from the marketplace, but I haven't found it

normal burrow
#

What is tD btw @dark stag ? is that something for stage related stuff?

dark stag
#

TouchDesigner

#

yeah, its a massive data handler / IDE for realtime things

normal burrow
#

haha this is a rabbit hole i've not travelled down yet

dark stag
#

yeah its scary

#

really great for "fast" like... GLSL stuff or HAPq video decoding / really, you can do a billion things with it

normal burrow
#

Very curious what they offer you at the meeting

dark stag
#

yeah itll be a discussion.

#

probably end up something closer to their virtual studio template stuff.

normal burrow
#

c++ templates?

dark stag
#

yeah

#

i mean, whon knows, i just need to sit there and talk about the goals here really.

#

im sure theyll come up with the best approach

#

for now, im just fnagling things together

trim trail
#

hey, I've got a general question about managing shared assets for various ue4 projects. Let's say there's one universal shader or a few material functions used often in various shaders. I've used to have all ue4 projects and others stuff inside one giant ue4 project (sort of library), but it proved to be more problematic on longer run due to new features being added with ue4 updates, some editor/project settings being global and compiling a large amount of shaders when settings/changes are done. I'm thinking I'm going to migrate these sub-projects into separate ue4 projects to make it somewhat cleaner/simpler, but I wonder how do you guys manage with updating shared assets? Just copy from project to other projects? Any tips would be appreciated!

fathom glade
#

In one of the beginner tutorials I completed it suggested that you "listen" to a folder after importing it through one of the options.

#

That would make it automatically update itself, in combination with github.

trim trail
#

can i ask for some specifics? I'm not sure where to look around for more info @fathom glade

fathom glade
trim trail
#

looks promising, thanks a lot!

scarlet birch
#

It's a great feature but I wouldn't recommended it for assets stored in what is meant to be a shared library of assets. You don't want changes made to an asset to be forced on every project referencing them.

kindred viper
#

unless you do, in which case its awesome :p

trim trail
#

what would you suggest then? Manual copying/importing when necessary? Seems to give best control, but admittedly, I'm not good with managing/remembering where and what

scarlet birch
#

If the source file is going to referenced in multiple projects, I'd manually reimport when needed. If it is not then auto reimport makes life easier.

trim trail
#

also, this option seems to be a one-way auto update? If I introduce some changes to standard material in sub-project, it won't be updated back to source project/library? (aka two-sided sync?)

scarlet birch
#

It's not about linking projects. It's about recognizing changes to an asset source file and auto-updating the engine asset. So if you change UVs or something on a model in Maya or something the project imports the new model.

plush yew
#

Does anyone know of a good method to implement the typewriter sort of text effect that one knows from rpg dialogues and such?
I do an append string thing and set the text but it does do visual text wrapping at certain points and I wonder how to work around that

trim trail
#

oh, source assets files only? Somehow I was thinking about source ue4 project. Recently I've made a separate ue4 project where I'm making new stuff, learning, experimenting on materials, vfx and so on. I imagined that once something is ready to be used in other ue4 project, I would copy it either manually, or use some automatical way. Would auto-reimport work there, or is it purely for source files? (like .fbx files for meshes)

#

maybe I should make a folder structure in all projects (source library project + other, let's say, archviz projects) in a way that makes sharing/importing easier. Project root folder -> 1. Shared Assets 2. Project name. '1. Shared assets' contains master materials, material function etc. in '2. Project name', anything related only to project, material instances, textures etc. That way I can quickly migrate to source project and vice versa, sounds good?

thin tendon
#

I'm on 4.24 and I am getting a weird issue with spline mesh actor components causing my editor to crash. Is anyone else experiencing this?

vernal dock
#

hey guys i am having a problem where i want to edit the bones location in ue4 animation to adjust the left hand to make it look like hes holding the forearm of the left hand and its not saving...

#

i know there is a way to do this but i forgot how i did it

plush yew
#

@vernal dock use retarget manager

fallen marten
#

Setup IK

#

its best

plush yew
#

I don't know IK, But I used the target manager for rotations before

fallen marten
#

then you can set a common socket on any gun mesh and the hand will go straught to it

#

Its all done in the Anim BP

vernal dock
#

i need to move the left hand up to to hold the gun right not the trigger hand but the foregrip

pliant yoke
vernal dock
#

figured it out u have to go to the animation set time line to 0 move the bones then add key and apply

pliant yoke
#

this is what I'm working on... a 3D graphical MUD... I would really like if I didn't have to hold down the mouse button to look around

exotic cave
#

Anyone here experienced with PlantFactory-Unreal integration?

plush yew
#

@pliant yoke Not directly related, but perhaps you can consider autohotkey Or something similar With a macro to hold down the mouse button for you

pliant yoke
#

I mean, I am planning on releasing this

exotic cave
#

Nah, there should be a better solution than that in code

pliant yoke
#

might have to dig into the cpp

#

no idea where to start though

exotic cave
#

I don't either, I'm quite new :>

#

I apologize

pliant yoke
#

welcome!

#

good luck with your plants :)

exotic cave
#

πŸ‘Œ πŸ˜„

#

I am already lucky, I am working in Unreal Engine

pulsar kraken
#

If anyone has done healthbars etc can you message me. Having some difficulty.. even though I put it together a d technically it should work

plush yew
#

@pulsar kraken What's the issue you're having?

pulsar kraken
#

@plush yew when debugging the health percentage goes down and object gets destroyed on 0. However when updating the percentage the health bar is not taking effect and showing the health going down.

#

in #multiplayer I added screenshots and kind of story telled the issue at hand.

fallen marten
#

@vernal dock i would advise you to learn how to use IK so you dont get backed into corner, otherwise youll end up needing animations for every single different weapon, rather than a common animation. Less code for ik than to code in every variation of animation

#

@pulsar kraken does the healthbar float above the head of the pawn?

pulsar kraken
#

yes sir.

#

I have done a ton of testing. Just not seeing the issue.

fallen marten
#

Ok, well your health variables have to be set to replicate for a start

pulsar kraken
#

thats correct.

vernal dock
#

@fallen marten can u send me a youtube link to learn IK because i dont even know what to know about it

fallen marten
#

Ok, the health bar should run on tick as its a server only function

dim plover
#

Are you updating it manually -- every time you want it to update?

fallen marten
#

Or at least be updated by a server ony function event

#

@vernal dock there is heaps in the ue4 docs - and even a section dedicated to setting a weapon hand i do believe

pulsar kraken
#

pretty sure I have all of that

#

Apply damage -> event ticket -> update percentage

fallen marten
#

ok, ill have to boot my project up to give you more details, as i have it setup in mine

dim plover
#

Apply damage is only run on the server.

pulsar kraken
#

well I set it up previously for players.. Doing it for the base objects now.. Just is not working.

fallen marten
#

Hmm

vernal dock
#

@fallen marten ok great thank you

fallen marten
#

No problem man

#

To explain it all over discord chat would be a nightmare

#

docs are best

vernal dock
#

i understand man i found a yt vid looks really cool

thin tendon
#

Does anyone know of any good tutorials for setting up optimization features like frustam culling?

cloud cobalt
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Frustum culling is built-in in UE4

thin tendon
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ohh okay cool. Do I need to activate it?

cloud cobalt
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No

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It's a really basic optimization that ever engine does

thin tendon
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ok cool thanks. I'm just thinking I might need to optimise my project. The game itself once packaged outside of the engine runs amazingly. But when working on it in the editor its constantly freezing up getting spikes and occasionally something like splines will crash it.

humble ridge
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Is the array index out of bounds issue fixed in 4.24 when retargeting anims?

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Ugh dont tell me i have to do them all individually

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if i do anymore then 4 it crashes

dim plover
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Someone mentioned a workaround for 4.23.

humble ridge
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oh yeah?