#ue4-general
1 messages Β· Page 611 of 1
So like this?
its not working for me @ _ @ ... it's not changing the variable ( i put random name inside "Sub Name")
how do you know it's not changing it? is the cast failing or passing
your code looks fine, maybe your check is not valid
oh wait actually it is working
there's something else that's broken, the variable has definitey changed
thank you @grim ore π
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.
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
your animation in theory should be played back in place anyways so it would not go out of the collider
Anyone know how to stop jumps being absorbed by a slope when moving up a slope at speed and jumping?
Tried MaxStepHeight / most of the CMC params etc.
@grim ore yeah but usually jump animations tend to pick some vertical space
they play in the same spot
but it actually goes up
wdym, like when you jump the mesh goes out of the collision capsule ?
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
which jump animation is this on mixamo?
the default UE4 jump animation does leave the capsule but only by about half the head
Will deactivating a component deactivate it's attached children?
anyone wanna join general voice chat its getting kinda lonely over here
somebody thinks you do lol
how do I find a static mesh on a character blueprint... when it has no static mesh? and yeah I tried searching
does anything get added at runtime?
Does the ue4 doc page on the web have everything about unreal engine on?
Where can you find everything about the unreal engine
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.
Here it is set in the blueprint with the variable
This is the only way it works though
Happy new year!
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?
ooo, have you tried the blender to unreal addon?
it makes the scripts and everything you need to export/import them easily
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?
I would split output struct on the 3D vectors, plug them into 2D, and calculate distance from that
or put them into a new 3D vector with Z forced 0, and calculate distance on that
Where in UE's source would this code be located? I'm a bit unfamiliar with it.
is this blueprints, or CPP?
This is cpp
If there's a function I can easily override to change this behavior that'd be ideal
I'm just not sure which class I'd need to look at to start with it
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.
https://docs.unrealengine.com/en-US/API/Runtime/Core/Math/FVector2D/index.html
https://docs.unrealengine.com/en-US/BlueprintAPI/Math/Vector2D/Distance2D/index.html
A vector in 2-D space composed of components (X, Y) with floating point precision.
Distance 2D
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.
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
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
please.
@runic iron IDK default
you mean this addon?
https://www.blendernation.com/2018/09/16/add-on-blender-for-unreal-engine/
Yeah, that one
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();
Sorry for the misunderstanding
@verbal jackal Try this https://discordapp.com/channels/187217643009212416/225448446956404738/656123154820890636
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.
I checked now the characters height in blender is around 3.75meter
@verbal jackal My fix assumes that your character was modelled with blender's default scene settings, like you didn't change the units
Just before exporting do the steps I linked above, should work hopefully, works for me at least. Had the same issue as yours
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?
Need to go rn so can't help much more sorry, hopefully it'll help
As far as I'm aware, the plugin when used for exporting to unreal makes it a 1:1 size ratio with default settings
Yeah my fix doesn't use the plugin at all, just export to fbx
Really need to go now lol, feel free to dm me if that don't work for some reason, I'll answer later
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?
@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?
UE4 *
i simply want to use a UE4 skel anim in mo cap from EMP and swap out the mesh with skel
hmm, far more complicated than i'm used to
i searched the docs for Uen
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.
@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?
I don't think anything gets added at runtime
this message only appeared during lighting build
definitely weird there is no missing mesh then
eej the plugin works for unity too
@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?
z-locked to the terrain if possible
Well, I found this:
ActorReplication.cpp
bool AActor::IsWithinNetRelevancyDistance(const FVector& SrcLocation) const
{
return FVector::DistSquared(SrcLocation, GetActorLocation()) < NetCullDistanceSquared;
}
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
Is there a way to add a component to a socket without making a bp?
well, I cannot in my actor class
Pat, I'm 99% sure yeah. I'm pretty sure I do that.
In the details panel?
Oh, I thought you just meant in code. Now I understand, kind of.
yeah, I don't see the option to pick a socket
If you have an actor with a socket on the skeletal mesh, you could enable socket snapping
Are you doing that in c++ or blueprint
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?
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)
Which details panel?
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
if you don't want to enable socket snapping, you can use the context menu
there will be a menu that pops out (details panel) and you can select the bone or socket
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
i'm not really big with Animation according to UE4
only made experimental rigs on characters for an online class with 3dbuzz
generic human IK
Appreciate it Nowski
Wasn't able to get it to work, was dealing with cinematic actors so i couldn't get to all the options really
@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.
i have 3ds max
it has bones and naming convention means
but ty much! exporting the skel to a useable format would be excellent
gonna read thru the doc soon
dinner
3DS Max works too π 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
Nowski, I figured out how to do what we were discussing earlier.
ok, can i retaget a mo cap anim and skel too?
should be able to, are you recording the mo-cap on the fly, or do you already have the anims available?
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
@golden lotus That's awesome, which way did you go?
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;
no i got mo cap from EMP
And this in the cpp file
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;
}
Yeah, UE4 should be able to retarget as long as you've got the same "basic" features like a pelvis, elbows, knees and such
That fixes the issue!
would prefer an exact match, can do it just wanted a simplified version or an export, UE4 is fairly new to me
Nice! so no source code edits!
thankfully, no. That is always, always a last resort
Source code edits make upgrading your UE4 to the latest version a royal pain
@normal burrow have you looked at using an event track on the SKM to add the item to the socket during playback?
well the bug was with attach animated
Does anyone know how to post to Looking For Talent?
I some how fixed it by forcing a change state set
Happy new year everyone!
I've posted there a few times, Gypsy
seems only trhe bot posts
@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.
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
You can see the pinned messages on the channel π
they must've changed things since I last posted, I didn't have to do any of that
ok i posted, ty guys
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
they do in alpha (visual scripting) as well as addons like Bolt
i like ue4 alot more. i m just curious .
oh hey thanks tomatoesSan !
happ y new year buddy.
your the guy that makes those wonderful gift to earth "WTF " video tutorials right mathew?
yarp
im gonna see if i can send 10 bucks on youtube somehow nice and easy
a pizza from me haha
How many pizzas have you received over the years from fans Mathew?
nada π I don't take donations
if I had a patreon sure
so patreon just has like, all your pizzas, in a fucking room ?
google sure linked me to patreon. automatically
oh weird
well i clicked the donate button
Sounds like someone masquerading
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
so as far as I know it doesnt exist to donate to or subscribe
yep nothing comes up on search for patreon
i didnt send anything yet . i was still trying to create an account first
ill try and send 5 bucks
half a pizza : (
what is the link for this? or the name to look up
Gotta spend money to waste money
goto your youtube channel
then click the donate button
that should take you to your patreon i guesssss
oh lol you can do that?
i have no idea. this is the first time i ever tried
if i see your video, i see a donate button below, near subscribe
so im guessing google knows how to find your patreson idk
I don't see one
great guess, ill try chrome next
Some script kid thanks you for your donation
ive never personally tried to add addons recently.
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 π¦
firefox shows a donate button. chrome doesnt.
Please donβt touch shady buttons
lolol catshit. i guess i did install youtube downloader last year
someone owes you dollars matheww
Google has your bank information apparently π
i didnt send any cash to that donate button , great guess
ill try and find your patreon info on youtube
ive seen like 52 of your videos at least
Thought he said he doesnβt have one
well you shouldnt be able to find it so π

yea. i dont see any.
and google does have my bank info since I do have passive ad income from the videos
man I was worried I had some secret patreon account set up somewhere with hundreds of pizzas going to waste
Google opens money wiring accounts for you now. Very thoughtful of them /s π
heheheh
well i hope google at least gives you some cash for the awesome videos i watch
they need afucking donate button
its not 1992 anymore
i have it disabled on purpose
donations/subscriptions = direct money for doing stuff = I feel like I need to do stuff
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
sacred internet pizza
Pay him directly at least. A good chunk gets eaten if you use patreon or YouTube. They really like pizza.
They sure do
no
I do contract work for Epic so pizza money is not an issue π I like to know that all the videos I do for the channel I do out of enjoyment of doing them
I heard once, they have cone pizza at epic.
Epic literally has everything
oktyvm. did you ever talk to that one guy.. whats his name.. from 3dbuzz.. uh... zack? which ones the black guy, i forget
i used to learn from 3dbuzz like 15 years ago. that was a pretty good site a long time ago
3dbuzz is a thing still?
surely not. lets checkit out
Zak Parrish and wes bunn probably?
and the main personality at 3d buzz passed away a few years ago
yea haha zak and wes. that was it
yea i read that news recently actually
: ( stinky
yeah. I learned a ton of Maya and C++ from them yeaaaars ago
i learned a little about alot of things , from there, long ago also hehe
before youtube was full of content
good times
i still never made a game though
but im half way there now
skyrim and zelda botw taught me to despise menus. this VR game works hard to avoid all menus
the deepest menu i have is "press B" to spawn an open backpack. but the games not very fun yet so.
bruh how do i make a BeginPlay node in a blueprint widget
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.
But that sounds like such a pain I have no idea if I'll actually ever get around to it lol
i have a good idea for crafting.
you have to take a pen from your backpack, draw a 3x3 crafting grid on the ground, and then place items into the grid
...or maybe not, I just wanted to make a minecraft joke
that does sound fun. idk if i could do that
well, aside the "draw grid on ground", it's probably not insanely tricky :)
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.
I love the slimes.
@next current You should be able to right click and type in event begin play
i did, but all i get is event construct
that is in a widget then
then event construct is what you use, its the same as begin play for a widget
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.
i upgraded ue4 2.4 to 2.42 and installed unity and unity downloaded some oculus driver. those are my only guesses.
I wouldn't be surprised if the Oculus stuff had something to do with it... their software is sometimes really freaking broken
like.. I'll start PUBG, and the Oculus client launches? Why would it do that.. etc. :D
oh i love that wolf3d boss you got on your icon
:D
yeah I probably did some really bad edits of some of the sprites back in the day as well
i made the white suit enemies arm fall off on death, like the gun blasted off his arm.
it was so easy, but looked so authentic. i was really happy
@grim ore thanks :)
anyways sorry spam
Another random idea I had was a VR horde shooter where you carry around two miniguns ;)
Use mask component
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.
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
Sorry, by simple I meant that I'm making a proof of concept
So I'm only interested in how the vehicle physics will behave, as opposed to things like environment/materials/whatever
And thanks, I'll check those out
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
in terms of physics and stuff the advanced vehicle template does have quite a few options for realistic handling
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
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
Yes, that's a valid point. Thanks for your advice, I'll check out the templates in the engine and on the marketplace
at the worst the test track with the advanced template is fun to drive around on lol
set up a few blueprint checkpoints and bam ship it
@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? : )
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
@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
yes, but the problem i had was that my texture was packed
just solved it like this instead
im a bit confused with the texture object thing
ah you only wanted one of the channels from the texture was it?
ye : )
It wants two channels so just use the component mask
it doesnt want 2 channels, it wants a texture 2d object is the issue
this is like a surface normal blend thing?
its funny because https://forums.unrealengine.com/development-discussion/rendering/1499163-how-to-use-a-material-function-with-a-channel-packed-texture covers what we are talking about lol
even down to the "just use a component mask"
oh, thanks. i'll check it out
the basic answer was "rewrite the material function to do what you want, epic didn't design it that way"
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 : )
yep yep I never even knew that was in there I always did that function manually lol
can i use a starter material to paint an outline on a landscape?
for that you would normally use Layer Blends for Landscapes https://docs.unrealengine.com/en-US/Engine/Landscape/Materials/index.html you can assign one texure for the landscape then another to pain on top of it with the paint tools.
but its normally meant for things like grass and dirt and such on the landscape itself
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
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
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
I want to say that is reprojection
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.
and I agree it should not do it but It's something they insist on doing to keep people from feeling sick
45 fps makes me sick. its the only tihng that makes me sick. but i agree with your answer.
surely that must be why
I think you can disable it but its on the software side not UE4 side
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?
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?
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
I would assume it would not be needed as you would be rotating the door mesh no?
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
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)
Then executing it in BP
The door has a pivot in the corner, just using the starter content door
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
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 :)
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
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 π
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 π
epic has components for rotating stuff so what you are asking doesnt seem out of ordinary
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
well scene is just meant to represent a transform
actor gives you all the benefits of an actor
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
that is actually a good point
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
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?
Oh jeez I didnt even think about those lol
This is the page I've been scouring for ideas
The one you linked
@jovial solstice that is not the default behaviour
wait do you mean it auto focuses or it's auto pivoting or?
the camera pivots around the thing selected
you wouldnt normally inherit primitive component, unless youre doing another mesh type
when you alt+left mouse press I mean
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
@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.
Sword needs a transform; SceneComponent
@grim ore I've looked around for options but I can't find any, maybe I'm blind
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
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
yep eighter with ChildActorComponent or AttachToActor
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?
@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
@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
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
Also thanks @grim ore and @digital anchor for your help, gave me a lot of good info :D
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
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
sounds smart π
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 thereβs only one slot for a physics material. I canβt 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.
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
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.
damn seriously? I guess that will be a usefull info Mathew
@grim ore oh really? Interesting. I didnβt 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 Iβm saying). The material attribute component itself doesnβt have a physics material input.
Ps - happy new year folks!
WOOOOOOOOOHHHHHHOOOOOOOOOOOOOOO
@eager minnow yeah apparently it was fine in .23 and broke in .24, probably due to the new material layer system added π¦
Ah. Well then Iβll be putting that bug aside for now. Lol. Thanks for the info!
Does anyone know why a Set lifespan .0001 destroys an AI controller fine, but the "destroyActor" node never actually destroys it
an ai controller? i would assume due to it not being an actor?
ai controllers are definetly actors :p
Believe their lifespan isnβt traditional actor
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
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?
Are you trying to make it brain dead kinda? I think ai basically is owned by the pawn itβs made for. Could try ejecting it from its pawn
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
I donβt know enough about it to say much but do wonder if thatβs something that wasnβt intended for
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
Not sure, but would say itβs convoluted enough just to support the two things identically but not at all to where you just accept when stuff bends to satisfy
It is easy enough to work around
that //do nothing won't stop being a headscratcher anytime soon though
Personally would like a big write up of object ownership and flags too.
Just have to read the source code more sometimes unfortunately
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?
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
I feel so smart having all these blueprints
+1 for having comments!
Hey how would I make my character finish his reload animation before he is allowed to sprint?
oh wait I got it
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
Sounds like your player character is not a ThirdPersonCharacter.
It is
I'm just translating the error message for you here
Find out more by using debug messages in the graph
I got it from this video
Today we show you how to make your reload system play an animation when the player is reloading. We go over everything we need to setup the reload state and variables/logic to make it transition.
βΊ Resources: https://www.virtushub.com/game-dev
Unreal Engine 4 Beginner Tut...
people in the comments having same issue but I barely understand anything because I'm new π¦
Then debug it
where's that
Print the values, names of actors etc
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
Nothing much
Look, I told you how to start debugging your bug, I'll stop there until you try that
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
@light lintel Sounds like the writing is wrong on exit then. Check if you do it differently
Show me your save system.
I FIXED MY ERROR!!! βΊοΈ π
So what does SaveGame do ?
@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 ?
guys- do anyone of you have this pack available, it was free in Jan but i didnt add it
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
For an FPS, is having a First Person arms mesh and Third Person mesh the preferred/standard set up?
@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
I mean, start by fixing the errors
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.
Failing that, the doc shows very simple examples : https://docs.unrealengine.com/en-US/Gameplay/SaveGame/index.html
Overview of how to save and load your game
This example uses async but it works the same with SaveGameToSlot instead
Loading is like this : https://docs.unrealengine.com/Images/Gameplay/SaveGame/Blueprints/LoadGameBP.jpg
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 :)
π€· 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.
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)
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
Hmm, I wanted to avoid duplicating animation assets. I'll have to keep working on this to make a conclusion.
Thanks y'all.
Well it sounds like your menu doesn't properly updates the data
Maybe something else in your code changes it.
Does anybody know how to enable "Ground-truth ambient occlusion (GTAO)"?
apparently added in 2.24
@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...
In today's episode we take a look at how we can setup the true first person camera by converting the third person camera to first person, giving us a realistic look and feel to our FPS game.
We also take a look at setting up our project and adding the animation starter pack ...
I had problems with that approach before, but it definitely would be simpler, I think.
How do i save variables between levels?
Sounds like you need a save system.
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
I made it work with instances
@cloud cobalt Can i put later thing that saves when closing game?
Don't tag me for every question
@cloud cobalt Answer to my queston
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
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 ?
Since you can always redownload them, why don't you remove them from your pc?
i cant always redownload assets because i am only limited to download 500GB per month
nvm guys, i was using 4.23 and it seems to be fixed in 4.24.1
@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.
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)
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!)
@edgy moat UE_4.24\Engine\Plugins
Δ°n progam files? or progam files x86
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
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 π
Hello. Where else I can download assets for UE besides EGS?
Quixel?
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"
@regal yoke save it inside Game instance
can i do event begin play = branch (equal boolean) A = Yes yes boolean from game instance and B = yes yes
@drowsy kite
yeah , check on begin play of the map, if Game instance has saved values , then use those other wise use defaults .
Great !!
What is easiest way to create world border
@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 youβll be importing yourself. Gumroad is where youβll find more than art but be even more cautious with licensing there
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.
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.
"Set By-Ref Var" updates the value of a referenced variable
oh ok
nvm then
I think I have a method
using the contains node as well as a for each loop
amd rx 590 is going well in UE4?
Itβll work, itβs about as powerful as a 1660ti
Hey guys I'm trying to get a cheap laptop to participate in the global game jam this year any suggestions?
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
@plush yew you might want to try posting that on #packaging
@neat rune I would but im not trying to package the game I am trying to debug it on xbox
oh ok my apologises
What is the price range el Fideo?
ufff very very cheap since it's just going for events 400β¬ max and if it could be cheaper the better
Hm yeah I dunno if you can do it at that low
Youβd be hard pressed to find something with dedicated graphics
@normal burrow I am thinking of setting up a computer with Amd 2700x and amd rx 590. Will it work with big projects?
Maybe see if you can find refurbished business laptops or something? I hear those can be a fairly good deal
Does anybody have experience with UE3?
got a couple of people working on a project right now and we could do with some help
I get a page not found
That doesnβt have a gpu, only 8gb memory. It might run ue4 but would be a hard life
Might be kinda tough to get a decent CPU and a discrete GPU on a laptop with that yeah
For 100 more you get 12gb and the best integrated graphics https://www.bestbuy.com/site/lenovo-s340-15api-touch-15-6-touch-screen-laptop-amd-ryzen-5-12gb-memory-1tb-hard-drive-platinum-gray/6350523.p?skuId=6350523 but no where near as nice as a dedicated gpu still
not sure if the Intel GPUs really work so well
Well that is the best integrated you can get in second link
Ryzen 5
https://youtu.be/i1j_yr0WL2U 9900k vs old generation ryzen 3
||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
Itβd be 8gb between graphics and system memory
That may be too little system memory
Youβd be better checking Craigslist or other resale/used things
@normal burrow it's going to be pretty tough all the computer I've seen with 8gb of ram sit at the range of 500β¬ and they only have i3s with integrated graphics card
thanks for helping me out though @normal burrow
In the price range you do not want intel
The value isnβt 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
what do you think of it?
There is a good chance unreal editor wont work on it
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
@normal burrow why it as 8 gb cpu is 2.6ghz the card is compatible with directx 12
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
so far as I understand you can decrease the graphics on the settings pannel
Yes but you need graphics memory
at this point Im thinking just to go to the jam with pen and paper, and draw bps haha
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
hey that's not such a bad Idea I could get the pieces and a really small case
yeah, if you go older hardware
I have an old asus monitor I can grab
you can get a mini itx mainboard for 60 dollars
I still dont understand how the fuck i make this shit so that it doesnt make overlap event with specific actors
@regal yoke cast to the actor that you want to react to
@regal yoke Manually exclude what you don't need.
Lol what do i do? Cast to what i want to react or cast to what i dont want
@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
which on is the one you want to exclude?
@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.
B4 that print the actor that you are receiving. See what type it really is.
Always helps to see what you are receiving. Might be surprising.
that example would be if you want to overlap with everything but want to exclude one
@regal yoke you can also use this method https://gyazo.com/433b7d65eda01430475030776dc37f31
you will have to ask the tag to the actor you want to exclude
@neat rune https://pcpartpicker.com/list/f6qCwh
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
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
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?
@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
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
@normal burrow thanks for the information
yeah, just again be careful with stuff. gum road specifically, people could sell you screenshots of things
@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 π
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
what? Everyone can't afford a 2080ti in their dev rig? Why must we all be animals!
lol
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
π
I'm sure one of the 7k people online might
Hellloo....Happy New Year !
Happy Hangover Day everyone!
Are render targets always live? Or can I create 2d static thumbnail also?
@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
Thanks @next badger
Is there an option in the ScreenCap2d to render just a frame and save it?
what is ScreenCap2d ?
Scene Capture 2D ?
when CaptureEveryFrame is unticked it should capture only one frame
Ok awesome Thanks!
https://discordapp.com/channels/187217643009212416/225448446956404738/661885280277495818 @light lintel this is what you need help with?
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
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.
intellisense has issues with the UE4 codebase. Disable it, learn to live with it, or install a 3rd party program like visual assist X
2019 is actually better than 2017 out of the box for this
is there anyway to view through the camera component inside the third person char blueprint?
VS Incredibuild works in Unreal Engine? Or just don't do any difference because that is to older versions?
@autumn elbow i need to move the camera in a precise location to view the gun through the iorn sights
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
hello , i have a problem with apex destruction , when i'm making a destructible mesh it look like this :
but the static mesh is this :
what i can do ?
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?
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?
@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
Hello,
Anyone good in blender plz contact me
got problem to "merge" armature and mesh
if anyone can help me
what room should i go in to talk about general game dev project management?
jenkins and shit
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?
yep
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
@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
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
How do I change a foliage's material?
I can't, sorry π¦ Thank you for helping me. I just started in UE three weeks ago
But maybe others can?
apparendly no
There have to be log settings, right?
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
which one?
if you possess the pawn you'll see out of its camera i believe
@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?
@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"
That may not be exactly right but it's close
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
how do I add a weight to a skeletal mesh component for simulating physics
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
click your skeletal mesh first
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
@misty creek just trying to make the health bar work for the object.. its subtracting health just wont decrease the bar visibly
How can I make my skeletal mesh ignore other actors trying to push it around
The health percentage is bound to the bar. Look in the progress section
@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.
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
if you were saving intermittently then that would explain the time differences
Like if I had manually saved?
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
Well it crashed around 8:45 pm
oh
I am not finding anything within 10 - 15 minutes of that
So is this autosave function just broken then
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
Yeah I would like to avoid losing an hour again
Like connecting a pin to a node...
How do you do it?
do what?
man i save my shit after every couple of compiles if what im doing is working
Ah I see
If im just messing around i dont save as often
Hmm yeah i've just been adding a lot of geometry to the level and stuff
But man, when you are on a roll, SAVE
Rip
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
I mostly get it when I try to run PIE
Oh? damn
But it happens every so often doing other things
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
Hmm maybe I should upgrade my engine version too
Running 4.21
It sometimes breaks my projects though
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?
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
instead of spawn emitter, use spawn emitter attached
yeah
that should work
I use that for blood spurts from an amputation
sounds logical
muzzle flash problem is a very game problem thing as they are near instant
plug the attach to component
anyone have any experience streaming video into UE?
set it to the skeletal mesh of the gun
locally or otherwise
what are you trying to do?
still not working :/
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
So no real latency would be acceptable right?
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
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
ah
not assuming your taking live video
well, end game is... https://www.youtube.com/watch?v=RXwLaq5OIvM basicly doing this... in UE.
deadmau5
cube v3
"Cthulhu Sleeps"
live @ The Fillmore Detroit
Detroit, MI - 17 Oct 2019
recorded on an LG G7 ThinQ
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 π
haha yeah
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.
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
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.
yeah hm
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
What is tD btw @dark stag ? is that something for stage related stuff?
haha this is a rabbit hole i've not travelled down yet
yeah its scary
really great for "fast" like... GLSL stuff or HAPq video decoding / really, you can do a billion things with it
Very curious what they offer you at the meeting
yeah itll be a discussion.
probably end up something closer to their virtual studio template stuff.
c++ templates?
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
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!
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.
can i ask for some specifics? I'm not sure where to look around for more info @fathom glade
This document outlines how to the auto-reimport functionality of UE4 works, and how to set it up to get the most out of the feature.
looks promising, thanks a lot!
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.
unless you do, in which case its awesome :p
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
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.
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?)
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.
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
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?
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?
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...
here is a video of what i mean https://www.youtube.com/watch?v=nOIy5VqrESw&feature=youtu.be
i know there is a way to do this but i forgot how i did it
@vernal dock use retarget manager
I don't know IK, But I used the target manager for rotations before
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
i need to move the left hand up to to hold the gun right not the trigger hand but the foregrip
does anyone know how to capture mouse axis input while also having the cursor visible? this issue: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1373316-how-to-rotate-look-camera-without-holding-mouse-button-down
ok im at a loss here and cannot figure this out at all. im using the top down template but i changed the controls to 3rd person (bought a marketplace item that was
figured it out u have to go to the animation set time line to 0 move the bones then add key and apply
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
Anyone here experienced with PlantFactory-Unreal integration?
@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
I mean, I am planning on releasing this
Nah, there should be a better solution than that in code
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
@pulsar kraken What's the issue you're having?
@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.
@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?
Ok, well your health variables have to be set to replicate for a start
thats correct.
@fallen marten can u send me a youtube link to learn IK because i dont even know what to know about it
Ok, the health bar should run on tick as its a server only function
Are you updating it manually -- every time you want it to update?
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
ok, ill have to boot my project up to give you more details, as i have it setup in mine
Apply damage is only run on the server.
well I set it up previously for players.. Doing it for the base objects now.. Just is not working.
Hmm
@fallen marten ok great thank you
No problem man
To explain it all over discord chat would be a nightmare
docs are best
i understand man i found a yt vid looks really cool
Does anyone know of any good tutorials for setting up optimization features like frustam culling?
Frustum culling is built-in in UE4
ohh okay cool. Do I need to activate it?
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.
Is the array index out of bounds issue fixed in 4.24 when retargeting anims?
Ugh dont tell me i have to do them all individually
if i do anymore then 4 it crashes
Someone mentioned a workaround for 4.23.
oh yeah?