#ue4-general

1 messages · Page 612 of 1

dim plover
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Deleting the mesh and the physics asset will leave you with the skeleton only, if you retarget the skeleton in UE4.23.1 then you will not crash, but if your skeleton is parented with your mesh, then you will 100% crash
and then later, parenting the mesh with the skeleton
that seemed to work for me
the literal only way
this is a seemingly common issue with a lot of UE versions across the board, after checking the forums, the devs seem to be fixing this problem with almost every other version

From MEJKO.

humble ridge
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So i have to remove the mesh from the skeleton and then try retarget?

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Is that what that is saying

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Dont really get what he means tbh

dim plover
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I'm not too sure, I haven't had to do such things.
You can tag him if you want.

humble ridge
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@plush thicket hey mate can you help

jolly steppe
foggy scroll
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Hello) Can some1 tell me why UE compile shaders every time i'm loading a project? Any in-engine settings or something to fix this?

jolly steppe
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I'm not too sure, but I hear if you use material instances, you won't have to wait so long for shaders to compile when making adjustments to materials that use the same instance. I never tried this myself yet though.

dim plover
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I've vaguely heard of this problem, and I don't really remember the fix (or if one was even discovered). But maybe you can search this Discord for the shaders compiling every time issue.

plush thicket
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@humble ridge what's up?

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@humble ridge oh I see you're having the retarget crash issue!

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yeah that had me befuzzled for a long time

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it has to do with your skeleton not being set up correctly

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that is 100% the issue

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your IK's or one of your bones are missing

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it gives you the array out of bounds error because a bone is missing

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go back and re-do your skeleton rigging

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and it'll fix the issue for ya

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i remember one of my IK's was missing

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and that's what was causing it

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the second I re-rigged it

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it went away

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double / triple check your mesh

fresh geode
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hey guys, I have a problem with the lighting in unreal engine 4, eventhough I used the lighting preset from PolygonAcademy, all the textures in my scene appear way to bright.. can someone help me pls?

plush thicket
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@fresh geode take a screenshot

fresh geode
plush thicket
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check your directional light?

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or a post-process volume's contrast maybe?

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or skylight settings?

fresh geode
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I have another file from a course and even when I copy the complete lighting settins, it looks totally different

plush thicket
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different versions probably handle things differently?

fresh geode
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should I send another screen?

plush thicket
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is your light set to movable?

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is it real-time or

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if it's not real time, then you need to bake the lighting

foggy scroll
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@jolly steppe yeah, instances are great when you need to change something, like colors, so i use them, but the problem is that every time i'm loading a project, shaders are starting co compile from scratch without any changes from me... that's the issue)
@dim plover Ok, i'll try)

fresh geode
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no it is station

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could it be that my mesh textures are too bright? when for example looking at it in substance, it appears way darker than in unreal engine

jolly steppe
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@foggy scroll Yeah sorry. When I first read that I thought you were talking about when the project loads before opening. Didn't fully process what you said. My bad >_<

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or rather I processed it, but I wasn't processing what happens when you open up a project, lol

foggy scroll
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lol))

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it's ok))

jolly steppe
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That sounds like an annoying problem. I hope you figure out the solution.

fresh geode
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@plush thicket If i for example enable sRGB, the texture gets brighter..

jolly steppe
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Sounds like the project isn't remembering where the shaders are cached?

foggy scroll
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dunno) It's all started from 4.24 version i guess

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maybe some settings or maybe some logic inside shaders

jolly steppe
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ahh, I haven't switched to 4.24 yet because when I tried it, my characters hair had a disgusting amount of motion blur, lol

quasi wren
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Hey everyone. Anyone know of a way to set a spline mesh component's forward axis to -y instead of +y?

dim plover
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Jah, maybe try deleting the DDC? That seems to be the go-to thing.

jolly steppe
foggy scroll
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@dim plover Hmm, sounds legit

jolly steppe
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I'm not sure what spline mesh is, but in Blueprints whenever I needed to invert an axis I would multiply it by a negative number.

short onyx
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Oh..... Ortho still don't have Shadow.... Great

jolly steppe
quasi wren
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Normally that would be how I would go about it but this setting seems to be more behavioral than cosmetic.

jolly steppe
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oh

quasi wren
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It's actually a setting for a spline mesh component but the dropdown only allows you to choose from X, Y and Z. Not their negative counterparts

jolly steppe
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That's beyond me. I'm still new to this : <

quasi wren
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Fair enough. I'm not really all that new but I haven't messed around with splines a great deal. They always seem to be a little tedious to work with

jolly steppe
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I don't even know what splines are 😂

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I just figured out how to get my character to turn around the way I want today, lol

quasi wren
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Oh haha. Well they are a pretty powerful feature but they take some configuring to really use them to their potential. They are used a lot for like procedural roads and things like that to give you the ability to "curve " static meshes

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Ha very nice

jolly steppe
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oooh nice!

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tbh, I'm more interested in the "look" of the game and I'm a bit over my head on the coding stuff, but I'm taking it slow.

quasi wren
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I breathe blueprints at this point haha. They are the greatest thing in the world to me haha

jolly steppe
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I'm having some problems with my health pickups. It seems like some of them don't want to work. It looks like it happens when I collect too many of them at once. Any way I can find out why this happens?

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I have a print string on the blueprint so you can see my health update in the upper left corner (life bar doesn't work yet) and sometimes it sais 0

exotic thicket
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How do you determine who is interacting with a world space UMG widget thing? It doesn't seem like the WidgetInteraction component or anything really sends that information over to the widget

jolly steppe
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Timeline seems to be ruining my life pickups. I took it out and it fixed everything... but I wanna keep it .-.

quasi wren
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@jolly steppe I'd have to look at the project to see how your bps are set up. What is the timeline responsible for?

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@exotic thicket how are you handling the interaction?

exotic thicket
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Well right now there's just a button in the widget, and a WidgetInteraction component in the player character

fresh geode
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ok I found the problem @plush thicket ... when using png files, it gets way to bright but when using .tga files it works fine

quasi wren
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@exotic thicket when you say "who is interacting with it" do you mean which player in a multiplayer setup?

exotic thicket
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Yeah, I'm considering adding mp so I'm trying to understand how that would work - eg. to ensure any effects triggered from the widget button apply to the correct player

quasi wren
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The "get player controller" has a player index hat you might be able to run some kind of comparison through it

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that*

dim plover
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You can just RPC it down to the player that interacted with it.

exotic thicket
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Yeah but how do you determine who interacted with it :) Unless the widget only runs on the client that is actually interacting with it

jolly steppe
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@quasi wren it's making the health pickups glide towards the player. I can show you the bp once I get bacl.

exotic thicket
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I probably should just test it and see what happens :P

jolly steppe
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I stepped out to get food.

dim plover
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You could do it just on the client unless it needs some server validation.
Just have the PlayerState or PlayerController or the player's pawn and have some Client RPC on that.

exotic thicket
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Sounds reasonable, thanks :)

jolly steppe
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I'm now home!

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@quasi wren I can show you the BPs now if you want.

quasi wren
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Sounds good

jolly steppe
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I originally had the stuff in those comment boxes after the timeline a function so sorry if it's a bit of a mess.

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I'm looking at the errors. Is it failing to cast to my character? (FP_BP)

quasi wren
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Your error says something about trying to access "self2". The pictures you sent don't show anything referencing that particular target

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Is there somewhere in your bp that is?

jolly steppe
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I don't think so but I'll check.

quasi wren
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Well in the video you sent it showed that error. I don't see that in the picture you just sent

jolly steppe
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hecc! I'll look.

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If anything, maybe I can recreate the error.

quasi wren
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If you remove the health print screen do you see an error?

jolly steppe
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Yeah.

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I tried that earlier and I got those same errors.

quasi wren
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I don't think it would access the print screen if the function before it is destroying the actor

thin tendon
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This is my code for a cable spline I'm setting up. I have an issue in that any time I try to add a new spline point (That I can use for bending and stuff) it crashes my editor.

jolly steppe
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oh, well it did fix when I removed the timeline, but then I don't get the cool gliding effect. Should I show you what's in the timeline?

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Maybe there's something I did wrong there.

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I don't seem to be getting that "self 2" again. that's weird.

runic iron
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@jolly steppe Try to put an 'is valid" statement after your cast

jolly steppe
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okay.

quasi wren
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Good idea

jolly steppe
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same thing.

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I don't get how some pickups work and some don't.

quasi wren
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Is it specifically when the player's health is full?

jolly steppe
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hmm, I'm not sure. I think it's always, but it would also be full when I remove the timeline.

gilded lichen
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Hello, I have 7 sockets on a static mesh and I want to find the sockets that dont have anything attached to them then find the lowest.

quasi wren
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Do you have anything in your player bp that "caps" the players health and maybe cuts off the pickups access to that variable

jolly steppe
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I didn't do much with the healthbar yet. haha

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Let me see.

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I don't think I do.

quasi wren
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Disconnect the "finished" pin on the timeline. Confirm that that is the portion that is throwing the error

runic iron
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^

jolly steppe
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Got no errors that time.

quasi wren
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Maybe try connecting the finished with the destroy and leave out the health part altogether just to narrow down what you can

jolly steppe
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okay

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late send, haha

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I connected to destroy and got no errors that time either.

quasi wren
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So it does seem to be something with the cast. Honestly this is the kind of thing that I would go directly to "blueprint interfaces" for. The more you can get away with not having to use casts the better

jolly steppe
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I love this guy's titles, lol

quasi wren
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Yeah he's.... interesting

runic iron
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yeah I agree, interfaces are great for UI too

jolly steppe
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lol, I probably should have jumped the gun and made the player health variable and then not do anything with it. I set that stuff up last week and then got the animations last night.

runic iron
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Where do you cap the health btw ?

jolly steppe
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I thought it was 100 but it seems to go past it

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actually nvm. 100 is just default

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I never set a cap yet

runic iron
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ah ok lol

jolly steppe
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So health is infinite I think.

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best game ever.

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😂

runic iron
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Better make a function on the player to take care of it

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Do you know encapsulation ?

jolly steppe
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no

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I've got a lot to learn, lol.

runic iron
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Basically the idea is to make a class' atrributes only modified by the class' functions

humble ridge
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@plush thicket Ok thanks.. I'm guessing its these IK bones on the Epic Skeleton

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My skeleton doesnt have those so if i add them i should be able to retarget everything ?

runic iron
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The latter can be called by other classes of course, so here for example instead of getting the health from the player and modifying it directly, you'd call a "change health" function, which would belong to the player class

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This function would take care of all the stuff, like capping etc. This way your objects are self contained and safe to use

jolly steppe
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ooh I see

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Sounds like I need to change some things then 😅 I'm going to start with learning how to work with interfaces.

quasi wren
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Yeah, instead of bringing the player's "health" to the pickup to be changed, the pickup is sending a signal to tell the player to change its own health, essentially

jolly steppe
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oh that makes sense.

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hmm

runic iron
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Nice to see your game progress though, keep up the great work !

jolly steppe
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Maybe I should just work on health and fix all of that now. Is it easy to make a health system that changes it's cap? Like say I obtain a pickup that raises max health.

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Thaaanks! :D I finally figured out how to make her turn the way I want.

runic iron
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Oh yeah just make the maxhealth an attribute

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That'd be modified with some specific pickups

quasi wren
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It depends on how you go about it but basically you can just say if the health is equal to or greater than the "maxhealth", then set it at "maxhealth" instead of continually adding more

jolly steppe
quasi wren
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Looks great man

jolly steppe
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Thanks! x )

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Still need to find out how to insert the actual turning animation but I'll worry about that later.

quasi wren
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Blend Spaces might be the best way

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blendspaces* (one word)

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whoops

jolly steppe
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I'm using blend spaces for a lot of things but idk how I'd use it to incert a turning animation. She mades a full turn with a tap of a botton

quasi wren
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Honestly unless the turn animation is prominent for a reason, that looks pretty good as it is

jolly steppe
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That area was just for fun. but that's pretty much how I want this to look. I might make the foreground more of a palette grid style though.

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Yeah, I'll keep the turning like that for a while. It does need to change but I'll worry about it some other time x )

quasi wren
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Fair enough

jolly steppe
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I put this pretty lake here... but it can't be viewed from the camera angles I have xD

exotic otter
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any way i can visualize colliders in Play mode?

exotic thicket
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Have you tried turning off "hidden in game" in the rendering section?

exotic otter
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ah

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uck

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yah

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TY!

humble ridge
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How does everyone here handle melee weapons with collision when they are attached to player pawn

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Seems kinda funky to have collision against pawns but not the players

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i tried disabling and enabling collision on equip/unequip which works for when its attached to the back of the player pawn but enabling collision still causes issues when its in the players hand

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is there some lower level ability to disable collision for a specific actor?

hollow raven
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How do I make my block to negative/positive so that I can make my character walk through my walls?

copper wing
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hello

humble ridge
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I guess when its swings i can do traces each frame

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Hello

copper wing
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wanted to know when the next marketplace items gonna release? and i also noticed whats arch-viz?

verbal oar
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zarchetectural visulization, or like concepts

untold girder
dark rune
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how do I know if my box collision is overlapping world static meshes?

humble ridge
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use the event on overlap function and do a print string

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Is there a hotkey for reroute node?

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man that would be useful

dark rune
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@humble ridge set it to OverlapAll, and this
still doesnt work though. is there a setting for static meshes

humble ridge
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Generate overlap Events

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make sure its checked

cloud cobalt
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On both actors.

dark rune
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yeah it is checked
but I cant check on all actors because they are all static props i put in the world

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actually this is just so I can have a car collision damage detect
so if there is an easier way please tell me
I'm pretty sure this isnt the easiest way

cloud cobalt
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Both actors definitely need to have overlap events ticked

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You can use the hit callback

gilded lichen
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Hello, how would I display an array of text in one text render?

edgy moat
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İs there a way to replace\swap a skeleton without having to retarget?

midnight gate
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why cant i animate the viewpoer

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it wont let me play animation

copper wing
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@verbal oar oh ok

midnight gate
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i figured it out

plush yew
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So i just bought the advanced locomotion system pack for my game and it's really hard to understand cause there is no documentation

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There is a switch between fp and tp mode

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how can make it just be first person

normal burrow
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@edgy moat yeah

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for mesh

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you can right click and assign skeleton

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but for mesh and animation and stuff

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the only way to do it all in one swoop is to delete the old skeleton with replace of the new one

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keep in mind though

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animations store actual biometrics in them if that makes sense.

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like how long the arm is

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this is in the animation

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you can tell the mesh to ignore translation on bones but at minimum you need to make sure the replacement skeleton has the same orientations on the bones

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otherwise retargeting will be only option

left citrus
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The "Get Curve Value" seems to take an anim instance - anim bp. How do you get a curve value when playing animation back in the sequencer? I'm getting null references when trying to get the anim instance, obviously, because I'm not using an AnimBP to control the animation.

Are morph target curves even evaluated in the sequencer?

midnight gate
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anybody know how to make fade in fade out transitions switching between levels?

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i figured it out nvm

plush yew
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Anybody know why my camera is a little bit twitchy?

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I mean it doesn't move very smoothly

left citrus
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My custom attributes are stored on the rig so I don't see why they shouldn't be playing through the animation? Surely the sequencer has to load the skeleton, skeletal mesh and animation in order to play?

plush yew
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@plush yew got an example?

honest vale
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@plush yew based on the little info you gave? No, probably nobody knows why it's a little bit twitchy

plush yew
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@left citrus can you give some more info on what you are talking about

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@honest vale when you spin your camera it like snaps to the place it was 1 milisecond ago and then to the new place you just moved it

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It's really hard to explain

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@plush yew make a gif or a video

left citrus
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@plush yew Custom attribute track imported and accessible withe keyed values

plush yew
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I'm recording hold on

left citrus
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can be accessed at runtime like this

plush yew
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this doesn't give me a single idea on what you are trying to accomplish

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@plush yew Before i send a vid can you tell me where i can set a post procces animation blueprint for my character?

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@plush yew you would want to do that in your animbp

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and where do i set it exactly?

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@plush yew

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in your animation event graph

hidden aurora
left citrus
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@plush yew
I'm not sure how else to explain my problem.. When typically playing an animation on a skeletal mesh, the Animation Mode is set to "Use Animation Asset"
When you add a skeletal mesh to the sequencer and assign an animation track - the mode gets set to "Use Custom Mode"
This seems to mean that an animation blueprint isn't used for animating skeletal meshes on the sequencer
Get Curve Value, the blueprint function used to get custom attributes from a skeletal mesh, requires a reference to an animation instance to work

I can jump into c++ if needs be - I wonder where custom attributes are actually stored, I presume on the animation files themselves

plush yew
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@plush yew still cant find it xD i am retartgetting my character with als

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als uses a sub anim instance for ik

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i dont know where to set it for my retargeted character

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@plush yew ALS is a complex system you may want to ask in the discord for that, when you purchased the system there will be a file telling you how to find the discord

upper heart
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Does anyone know how to speed up packaging times from the editor? It keeps recooking everything when I change a line of code.

mossy nymph
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iterative on

upper heart
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okay, cool that's what I thought

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will give that a go

left citrus
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So the tool tip for custom mode (sequencer playback) is this?

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suggesting there is an anim instance?

normal burrow
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no mater what catch2 an anim instance (animation blueprint essentially) is used

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when you tell it to use a specific sequence it uses a built in animation blueprint to do so

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so your almost better off just using an animation blueprint

zealous bay
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Hey, I just got into unreal engine and when i create a new project i can choose between c++ and blueprint. Which one do I take if i want to use both?

rotund scroll
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blueprint if you want blueprint access that you can extend with cpp

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cpp if you want everything in pure cpp

amber sandal
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C++ allows for blueprints as well.

zealous bay
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oh alright this got confusing

left citrus
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@normal burrow but this gets set to custom automatically when you add any animation to a sequencer, if it's using a built in animation blueprint - it's still running the skeletal mesh animation for a given asset surely? Is there a way to access a reference to this built in animBP?

plush yew
zealous bay
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Alright thanks! which is the most used, just asking?

plush yew
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You see here i am moving my mouse smoothly to the right and left

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And this happens

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Any idea why?

normal burrow
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@left citrus don't think so

whole quarry
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What do you mean ewith "this" @plush yew

normal burrow
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IIRC it isn't exposed publicly but i might be wrong

plush yew
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it twitches and snaps instead of moving smoothly

whole quarry
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Is your mouse clean?

plush yew
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yes lol other games work fine

whole quarry
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What if you move like that but while only looking towards a wall?

left citrus
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@normal burrow hmm okay, thanks - I'll try adding an anim bp to the sequencer

midnight gate
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i acsidently delted

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a cube

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the default cube from un4

normal burrow
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if you wanted to take a look at the play sequence functions on uskinnedmeshcomponent

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that'd probably be most revealing @left citrus

plush yew
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wait

midnight gate
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somebody save me

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i have several actors using the default cube

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i need it back at all cost

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help

grim ore
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run repair on the engine? reinstall the engine?

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don't edit stuff in the engine folder?

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but that cube mesh it is looking for is in your project so are you sure you deleted the engine cube mesh?

midnight gate
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how do i run repair on engine

upper heart
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Hm it is still recooking everything with this checked, when I package from the editor

plush yew
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@whole quarry

midnight gate
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yes im sure i deleted the cube mesh cuz my actors that were using cube mesh have no mesh

plush yew
grim ore
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are you using a spring arm for the light?

midnight gate
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;-;

grim ore
mossy nymph
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@upper heart recooking or recompiling?

upper heart
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recooking

normal burrow
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you've done it more than once with the setting on right?

midnight gate
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im verifying it rn lets hope it works

upper heart
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yes, this is the 2nd time with the setting on

normal burrow
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hrm

plush yew
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@grim ore You talking to me?

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about the spring arm?

zealous bay
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what button do i cycle between transformation thingys

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like resize, rotate and stuff

grim ore
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@plush yew yes, is the light on a spring arm?

plush yew
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no its the bp from realistic rendering but just with a differend ies and no mesh

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The problem happens without the flashlight also

grim ore
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it almost looks like this is a third person with the animation playing that you can't see with the camera in the head so when the head snaps into a new position it causes it

midnight gate
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its still verifying im scared

plush yew
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@grim ore this is als in first person mode with a custom character

zealous bay
grim ore
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you are using the default game mode?

zealous bay
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wdym?

grim ore
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what game mode is it showing above that

zealous bay
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the name of my project

grim ore
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@plush yew yeah the default realistic rendering character doesnt cause this, did you change anything

plush yew
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as i said im using Advanced locomotion system character locked in first person mode. I just have the flashlight bp from the realistic rendering in the scene. The bp sticks to the character

grim ore
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@zealous bay where are you trying to change this at?

zealous bay
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wait i got it, i picked c++ i think i need to make a gamemode bp

left citrus
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@normal burrow got it working - thanks for your help, I hadn't realised you could add an anim BP directly to the sequencer and use that instead of directly slapping the skeletal mesh on

plush yew
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@grim ore do you have any idea?

hidden aurora
normal burrow
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if you press retry

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it might give you a different error

hidden aurora
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Keeps on showing

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Happens with almost any bp i want to save

normal burrow
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could the files be read only?

hidden aurora
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Lemme check

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Nope

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Having 2 editors is ok_

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?

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Its extremely annoying

grim ore
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@plush yew I don't. I just installed the ALS, dropped in the flashlight from the rendering example, set the default view mode to first person on the character in the world, hid the static mesh of the flashlight, removed the skylight and light from the sample world, and then ran around/moved the flashlight and it worked without any glitching. Yours looks like it is attached to an item it should not be and when that item flips from one position to another during animation it moves it

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@hidden aurora if you have the same project open twice this will happen

hidden aurora
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Its a different one

grim ore
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😦 you can try closing the other and trying again but that should be fine as no content is shared

plush yew
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@grim ore the flashlight is not the problem, it happens without the flashlight as well

hidden aurora
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I might have opened the project twice

zealous bay
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why is my mesh on like opacity 20? i got if from mixamo

grim ore
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@plush yew I understand I am just telling you what it looks like. Your point of reference for this issue is the camera which is attached to the mesh more than likely. If the animation is adjusting the mesh the camera will move with it

plush yew
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yup

grim ore
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and the ALS character is manually adjusting all of that as you move. It's adjusting the character in the background to rotate and adjust it's position/look at/etc. based on it's settings.

#

out of the box I just tested with no issues but I don't know what you have adjusted, you have added a UI for example and I don't know what else is changed

plush yew
#

I am using the als character blueprint with a custom character

#

i didint change anything yet

grim ore
#

make a new project with the ALS template and switch to first person and move the mouse the same way, see if it happens in there

plush yew
#

Nope it doesn't happen

#

Also something very weird is that it doesn't happen in unlit mode

grim ore
#

your FPS does seem to spike down when that happens, might need to run the profiler to see if something is causing a hitch when your character stops rotating

#

like the blueprint trying to catch up to itself on the rotation and getting "stuck" till you move past that part

plush yew
#

what is the profiler

#

@grim ore

zealous bay
#

Why is my character almost fully transparent? i got it from mixamo

grim ore
#

@zealous bay maybe the wrong materials are assigned to it on import?

zealous bay
#

i tried, but it was the right now. looked very weird when i used the others

#

i can try another character

plush yew
#

So do i havee to build it?

cloud cobalt
#

No

zealous bay
#

Yeah something wrong with the character it worked with another one

cloud cobalt
#

Just use stat startfile / stat stopfile to capture

gilded plinth
#

Has anyone noticed the cloth painting tool (not the new chaos one) doesn't work in 4.24.1? Simple test on a skeletal mesh yields no sim (create clothing asset, apply it, paint - nothing)

#

Same test works perfectly in 4.23

plush yew
#

@cloud cobalt and then where do i find the logged info

rotund scroll
#

@amber sandal cpp allows blueprints but all the template logic is in code, not in blueprints. so you can't make changes to it in blueprint before moving it over to cpp

chrome summit
#

for some reason my collision doesn't collide with the floor

#

as you can see there is a collision but it doesnt work

cloud cobalt
#

@plush yew The doc link epxlains it in depth

plush yew
#

where is the profiler window]

cloud cobalt
#

The doc link explains it

#

Seriously, it tells you everything

vast fossil
#

Hi all, how can I implement game rules for a sports game ? Like in tennis, theres service, rallie, ball out, point system ect.. what should I search for to find tutorials ? thanks

#

another example is soccer, you have kick off, corner, trow in, penalty ect..

#

this type of stuff

quaint hull
#

Unreal finally added mesh editing tools Yeeeee
But they are terrible and barely work Naaaaaaawwwww

cloud cobalt
#

Learn Blender and get free, open-source, world-class mesh editing tools Yeeee

kindred viper
#

@chrome summit two issues there. 1. two wheeled vehicles isn't a thing in default PhysX. You need 3 minimum unless that changed in the last version. 2. Wheels that fall through the floor are often not setup right in your 3d app. Making sure to reset transformations before exporting is important. They need to follow the X-forward rule with a reset/XForm action performed.

chrome summit
#

am using blender do you know or do you have a tutorial that shows how to fix it?

#

@kindred viper

worn cape
#

hmmmm

#

can't reset my password ?

#

don't get any email ?

kindred viper
#

@chrome summit Its called Reset Transformations.

chrome summit
#

kk now i just have to found how to do that

kindred viper
#

that will zero-out the location/rotation and will be cool in UE then

quaint hull
#

-engine has problems
-solution : learn to use other software

???

kindred viper
#

are you just a whiner who complains about everything?

#

I mean cmon

#

its free software, both UE and Blender. Get with the program

chrome summit
#

@kindred viper i did i reset all transformations and i made x forward but again my collisions doesnt collide with the floor

worn cape
#

anybody any idea, why i don't get a reset password email, neither normal nor spam ?

chrome summit
#

there are collisions but doesnt work

kindred viper
#

@chrome summit sorry all I can say is add another wheel somewhere. 3 wheels is the minimum unless you customise it

#

then rebuild the physics collision

#

the tutorial on the official site works, but it needs to be to the letter. Any deviation and it will fail

chrome summit
#

i added a third wheel but still doesnt work

hearty walrus
#

How do I check what version of unreal I'm running

chrome summit
hearty walrus
#

EGS isn't letting me in

kindred viper
#

like I said, the tutorial is correct, and it has to be exactly

neat rune
#

hey guys I'm watching the blueprint multiplayer tutorial series is there a forum post for people to discuss about it, i remember seeing it on the past but I don't seem to be able to find it now

chrome summit
#

yes but am not working with 4 wheels

hearty walrus
#

Can I run 4.23 plugins on 4.24

#

Or even 4.20 for logitech G API

chrome summit
#

k it needs 4 wheels to work

kindred viper
#

@chrome summit Sorry I dont know what else to tell you. I made a 2 wheeled vehicle once, by faking it with 4 wheels because of this limitation. You can, if you want, simply not use the vehicle movement component. It's pretty limiting anyway. Better to fake it for two wheels

chrome summit
#

i did it

#

i faked it

kindred viper
#

nice

chrome summit
#

but now the rear wheels is steering too

#

i disabled steering

kindred viper
#

if you read the physx code on the Nvidia website, it gives a lot more information about what it is doing and how it works.

#

but thats for nerds like me :p

chrome summit
#

xD

#

yeah my only problem now is that i disabled steering on rear wheel but its still stearing

worn cape
#

it's not steering

#

it's more like ... a blocking behaviour

#

if it's that colliders, you posted, that can't work

#

how should the wheels run through the box collider without any additional information, so its like they stuck on it

#

looks like steering to you

#

without really moving

chrome summit
#

wtf

#

i did fix that

worn cape
#

okay

chrome summit
#

collisions work now

worn cape
#

didn't see a new one ^^

vast fossil
#

Hi all, how can I implement game rules for a sports game ? Like in tennis, theres service, rallie, ball out, point system ect.. what should I search for to find tutorials ? thanks
another example is soccer, you have kick off, corner, trow in, penalty ect..
this type of stuff

kindred viper
#

@vast fossil I would go with State Machines and events

grim ore
#

you program them. how you implement them is up to you, there is no one spot to go "hey add this in"

vast fossil
#

hmm ill seach for state machines

kindred viper
#

*state

#

slate is something else in UE :p

vast fossil
#

oke

#

😄

#

wait but arent state machines for animations ?

kindred viper
#

well they are for logic flow too

#

Often you dont need them, but sometimes you want to segment your gameplay logic and states are perfect for that. You can always check which state you are in, so you know how to function appropriately

grim ore
#

a state machine is just saying "hey this is your state you do this" and lets you flop between doing stuff easily

normal burrow
#

"easily" lol

grim ore
#

the flip flopping part is easy

hearty walrus
#

Okay I've finished installing a heap of plugins. I don't know what versions they are for, can they all be ran on the latest version of the engine?

normal burrow
#

yeah, idk i avoid state machines because requesting / knowing the state is a mystery half the time

#

but yeah flip flopping does happen

grim ore
#

@hearty walrus not usually. Plugins are designed and compiled against X version and trying to load it in a higher version will either fail or ask you to try anyways and maybe fail.

#

the plugins if they are from the marketplace will say what version they are for and let you install it in that project/engine if its available for that version

hearty walrus
#

@grim ore welp here we go having literally 1 plugin out of 15 correctly install

chrome summit
#

@kindred viper so now i have the problem that my vehicle cant stand on 2 wheels

kindred viper
#

perhaps it needs an MOT

hearty walrus
#

Also, I've checked out and all, but my plugins haven't downloaded. Are they just in my acc, and downloaded through EGS or unreal?

#

omegalul

grim ore
#

@hearty walrus I dont know where you got them from but if it was the marketplace then yes it just added them to your account, you will have to go add them to your engine or project as needed from the library part of your launcher

hearty walrus
#

Unreal Marketplace

chrome summit
#

what is a mot?

grim ore
#

yep they will be in your library tab on the launcher and you can then choose to install them to the engine

hearty walrus
#

thanks

chrome summit
#

@kindred viper what is a mot?

kindred viper
chrome summit
#

wow

hearty walrus
#

EGS isn't letting me in

#

I enter my password, it goes to "Preparing the Epic Games Launcher" and kicks me back to the login screen.

vast fossil
#

alright thanks

supple totem
#

hi all, does anyone have tips on diagnosing a bottleneck in the draw thread?

#

Like, flags to try? or profilers to log?

#

my draw call count isnt that bad, under 1000

plush yew
#

Hey guys. Where you put functionality and properties regarding in-game cash? On the pawn, the controller or the player state? What's the "pretties"? 🙂

sly coyote
#

Trying to design a large city and i have a question, should i be creating blueprint actors of basically everything including buildings or use static meshes alone, or is there a mix i should be doing?

grim ore
#

@plush yew you put it where it might make the most sense. if it's on the pawn and you destroy the pawn do you want the money to go away? will the controller be persistent and only on this player? is the money unique to the player or more of a "score" thing that is for the game? etc.

sly coyote
#

Also i put cash in my game instance, but depends on how you set up your game

plush yew
#

Alright, thanks 🙂

sly coyote
#

Doing single player tho so it makes sense for me...in multiplayer you might stick it on the pawn or player controller which ever you dont destroy between maps in your game

#

Like matthew said

kindred viper
#

in multiplayer its probably gonna be on the server isnt it? with relevant updates upon request?

sly coyote
#

Also another add on to my previous question...could i lay out a city block and do a merge mesh, would that help with preformence?...

grim ore
#

yes and no, more no

#

if it's all one mesh then it won't be able to occlude the parts you don't see

#

but if it's smaller than a screen merging might be good

#

like parts of a house into 1 house might be smart, a whole block might not be

sly coyote
#

What about just merge individual buildings and not blocks?

#

Ah ok

grim ore
#

as for just meshes vs meshes in a blueprint the blueprint itself (if ticking is off and not doing anything but holding) is a minor overhead

sly coyote
#

Yeah, what about blueprints vs static mesh when it comes to preformence

#

Wow you read my mind!!!

#

Twice

grim ore
#

the most optimized would be single meshes, with LOD's, of appropriate sizes to allow culling to work.

#

sorry. Single meshes making up a complete object. like a building face and such. If you look at the soul city example in the learn tab you can see how they designed it

#

lol even then with all this said it depends more on your target platform to how much you need to optimize as well

sly coyote
#

And lastly what about vertices per detailed buildings, what should be my goal for vertices my buildings are massive but i feel like some have way too many verts, but cant seem to find a definitive guide to what my overhead budgets should be per object

#

Target platform is wins 10 pcs

grim ore
#

there is no real one size guide is why 😦

#

start slapping stuff together, test performance, figure out what works well and design around that and keep doing it till done basically lol

#

like if designing now for normal spec PC but releasing in 3 years your targets should be higher, etc.

#

I will say if you browse artstation and 80.lvl forums you can find devs who post the work they do and breakdowns of stuff like what you are looking for

sly coyote
#

Thanks matthew!

grim ore
#

hell your target FPS matters as well in this case.. sooo... much work when doing art

fierce forge
#

where i can find a cube with a lot of triangles in ue4 content browser ?

rotund scroll
#

@fierce forge probably nowhere, but you can try creating your own if you're on 4.24

fierce forge
#

how ?

#

i use 4.24

rotund scroll
#

there's the new mesh editor

#

I'm trying to figure out how to start it right now

green spear
#

hey guys im demonicaljester and joined this discord cause i have a problem any one here familiar with megascans?

grim ore
#

@rotund scroll that mesh editing mode is more for the Datasmith/Unreal Studio setup. The new one added in .24 is in the plugins and accessed thru the modes panel

rotund scroll
#

ah right

#

I was hoping I was wrong

#

what is the other called?

#

yeah okay it's the modeling mode plugin

grim ore
#

yes. You can technically use the polygon editing plugin in the mesh itself but you have to have a mesh to work with first

rotund scroll
#

it's also very limited in functionality

grim ore
#

@fierce forge its the Mesh Modeling plugins, ther are two of them in the plugins you can enable and it will let you create basic stuff and edit it

fierce forge
#

so i can make a cube with over 1000 triangles ?

rotund scroll
#

sure

fierce forge
#

ok , i'm restarting ue4 4.24

grim ore
fierce forge
#

what....

#

tnx

sonic pagoda
#

where is it?

#

where is this new sun and sky

fierce forge
#

probably it's a plugin

rotund scroll
#

everything is a plugin

fierce forge
#

yep

grim ore
#

Once you've enabled the Sun Position Calculator plugin, you'll find a new Actor called SunSky available in the Editor Modes panel under the Lights category.

sonic pagoda
#

ah ok

#

thanks

grim ore
#

so 1000 subdivisions for a box in the mesh editing tools..... broke ue4 lol

#

well broke my machine, I think UE4 is still trying lol

#

oh yep... up to 12GB memory and climbing

#

using the new mesh creation tools in UE4

fierce forge
#

uh

grim ore
#

100 sub divisions was 122k triangles so I have a feeling 1000 was too many

#

well it finished, 12 million triangles 6m verts lol. that's a detailed cube

fierce forge
#

@grim ore it's too much 100M vertices for a open world game with one level ?

#

like the division 2

grim ore
#

there is no way to answer that. it's based on your target hardware and frame rate goal

fierce forge
#

in your opinion

grim ore
#

and 100m for an entire level means nothing if its's 100km wide and you only see 100k at once

#

so density of the polygons and your target specs determine if it's too much

fierce forge
#

ok

hearty walrus
#

Can I convert plugins to newer versions of unreal? How difficult is it?

grim ore
#

you need the source code, if you don't have it then impossible*. If you have it, no effort to impossible lol

scarlet birch
#

I haven't used .24 at all but the mesh editing you're talking about do you know if it can be used to create custom collision volumes in lieu of an external editor?

plush yew
#

LogPlayLevel: Running: C:\Program Files (x86)\Microsoft Durango XDK\bin\xbapp.exe debug KumoV0.0.1_0.0.1.0_neutral__rnza7t11f438y /X:xxx.xxx.xxx.xx LogPlayLevel: The package is not registered on the console. LogPlayLevel: Took 0.0813437s to run xbapp.exe, ExitCode=2 LogPlayLevel: Command failed (Result:2): C:\Program Files (x86)\Microsoft Durango XDK\bin\xbapp.exe debug KumoV0.0.1_0.0.1.0_neutral__rnza7t11f438y /X:xxx.xxx.xxx.xx. See logfile for details: '[No logfile specified]' LogPlayLevel: AutomationTool exiting with ExitCode=2 (Error_Arguments) LogPlayLevel: Completed Launch On Stage: Run Task, Time: 6.014500 LogPlayLevel: BUILD FAILED

kindred viper
#

should be able to

plush yew
#

Anybody ever experienced this with xbox?

kindred viper
#

any bsp to static mesh would work tho too

honest tulip
#

Hello.. Viper Squad game.. need experienced discord moderators.... who is interested.. dm me

plush yew
#

@honest tulip get out

honest tulip
#

😂

scarlet birch
#

I should be more specific. I mean as in how you can import a mesh with a ucx_ or whatever and it will use that as the mesh's collision.

kindred viper
#

well not in the UCX sense as that is a direct import method from the FBX. But you could, or should as I haven't done it with the new system, be able to add it

#

ucx way would do all the heavy work I guess. factory stuff etc

scarlet birch
#

I was just currious if it meant you could edit a mesh's collision. That would be most useful for myself.

kindred viper
#

I wonder if you could do a harlem shuffle though and export Mesh + new collision into an FBX and re-import to replace

scarlet birch
#

Probably, but at that point might as well just make the collision in the modeling program anyway

kindred viper
#

true

#

for dynamic purposes tho. its a thought

#

might be something even easier that Ive not looked into tho. I'm all over the place this past month to keep up with 4.24

scarlet birch
#

doh!

kindred viper
#

today's task. completely break my source engine build by editing the breakpoint system. /grabs coffee

#

tadaa perfect

#

I wonder how it does it under the hood.

#

FStaticMeshEditor::OnCopyCollisionFromSelectedStaticMesh

scarlet birch
#

Idk, but if it does what seems the most likely thing it does, then it should mean if you can create a mesh in UE you can also use it as the collision mesh for another mesh.

kindred viper
#

looks like its direct from the body setup

#

BodySetup->CopyBodyPropertiesFrom(SelectedMesh->BodySetup);

#

hmm that could be fun with some Chaos + Niagara influence on meshes

scarlet birch
#

Damn, IDK how many times I've messed with collision and never noticed that option.

#

Sure enough it's there in .23 too.

kindred viper
#

theres a hundred thousand functions in this engine I'm unaware of. I don't think of it as a reflection of myself :p

#

im currently looking for FUICommandList as context for right click on a node in blueprints. I've seen it before, I've used it before, but I still have to go do some google-fu. #oldbrain

scarlet birch
#

Yeah, it's about everyday you find something new.

grim ore
#

If you stop using the engine you don't have to worry about missing anything new 😉

scarlet birch
#

I'd never bothered to implement a selection method for multiple player starts until yesterday. I have enough sub levels now in current project though that moving one was a pita. So finally wrote a custom playerStart. Always something.

ornate ice
#

Hey people

#

one question anyone know why the node in the animation blueprint

#

time remaining (for the animation) when i watch it

#

it always stay at 0

#

it doesn't change at all

#

there the char is in the middle of a jump

#

but the value is always 0

grim ore
#

do you have the correct blueprint in the top under debug filter?

ornate ice
#

yes

#

this is another value I pass

#

and the time on air

#

thats mine

#

it actually changes

grim ore
#

for me some of them just don't work, if you watch is falling does it debug?

#

Even the default Third person template anim bp is weird, I can preview the changes and watch is fine. when debugging 1 boolean and 1 time remaining do not update 😦

ornate ice
#

thats shitty cause it actually don't see it working

grim ore
#

I don't see it working here when I debug and I can't determine why either

autumn elbow
#

Happy New Decade!

plush yew
#

I cannot see where do i open the profiler window can anyone help?

cloud cobalt
#

Read the doc you were sent

#

It spells it out

#

It tells you exactly where and how to open it

#

Along with every other useful information

#

Profiling is not easy at all, so you're going to need to pay attention to detail

plush yew
#

It uses simple line trace on tick for procedural view cones in C++

plush yew
#

but I'm wondering if they are better ways... I've seen an EQS Based tutorial in unreal that I thought it's too complex ( Occam's razor ), so I wanted some alternative...

#

If the test I uploaded doesn't play in the browser, Try download and play it locally

inland widget
#

I keep getting the error Fatal Error Content/Internationalization

#

please help

grim ore
#

paste the log somewhere we can read it or snipped the part where this error is at and people can try and help. More info other than "I keep getting an error" might be useful as well

alpine zephyr
#

Hey guys. just a quick question. do you think you can make "Assassins creed Odyssey" using the current unreal engine 4.24? without touching the engine's source ?

#

and if the answer is not please state why

grim ore
#

not touching source as in not a C++ project or not modifying the engine source?

#

there is nothing really special about AC:O that I can think of

alpine zephyr
#

The engine source code.

grim ore
#

then yes you can do pretty much any game using UE4 out of the box. Will it look the same? probably not unless you have the exact same models and settings and textures

alpine zephyr
#

but you can

cloud cobalt
#

Something like ACO will require hundreds of artists more than it will require any particular engine.

alpine zephyr
#

lets say you can create any asset you want

cloud cobalt
#

Few games have something so extraordinary, they need a custom engine to do it

alpine zephyr
#

i am just benchmarking the engine's capability

cloud cobalt
#

It's just a matter of how much development time your game gets

alpine zephyr
#

so you are free to assume that you already own all of the assets you want

grim ore
#

you can do it yes

cloud cobalt
#

It's not really a question we can answer

grim ore
#

Unreal Engine can probably create any game you want out of the box, very few would need engine modifications during it's creation at this point.

cloud cobalt
#

You can build ACO on top of every 3D game engine in the world

#

In fact, it's probably built on a pretty terrible internal engine that its developers hated

#

Like most games are

alpine zephyr
#

because i was talking to someone who claimed to work at Bioware. but i cant confirm nor deny that.
and he said

#

unreal engine is bad for AAA games

#

for openworld AAA games*

cloud cobalt
#

Let me stop you here

#

The correct question is : how much development time your game will require with a given engine

grim ore
#

yep it's crap, better to use hero engine

cloud cobalt
#

For example, Destiny has a custom engine

#

It can do some stuff better than UE4, like having your entire game menu system & shop run at 60fps while the game loads levels

#

It also reportedly took multiple hours to open a level on a PC during development

#

So is it better than UE4 ? Who knows ? Who cares ?

alpine zephyr
#

omg

#

imagine if the engine crashed xD

cloud cobalt
#

More like "when"

alpine zephyr
#

hahaha

grim ore
#

it's why throwing resources during development on overkill machines is worth the cost. Every fractional increase in development speed with less waiting is money

cloud cobalt
#

So your question is impossible because, well, pretty much any engine could support a given game

#

UE4 runs some open-world games, and it's probably not the best open-world game engine

#

It's also not the worst

#

It's also good at other things

#

And bad at others

grim ore
#

according to the internets arkham city was remastered in UE4 and that seems like its open worldish

alpine zephyr
#

but you think you can make games like AC odyssey, the witcher, Sekiro, for honor and Black desert in ue4 ?

cloud cobalt
#

Yes

grim ore
#

I could not make any of those

cloud cobalt
#

Same answer for Unity

#

It's like building a car

#

Some engines are better, sure

#

But you can build a car that runs with pretty much any engine

normal burrow
#

and some engines are ripoffs

alpine zephyr
#

i know but this guy. prefare to use custome in house engine instead of modifying unreal.

grim ore
#

these are all silly questions tho as UE4 powers Yoshis crafted world on the switch, Gears of War 5 on the PC, and Dragon Ball Fighterz on the PS4 and they are all very different

cloud cobalt
#

And that makes perfect sense

#

Inhouse is great if you can afford it

#

No royalties (so that's already millions of dollars)

alpine zephyr
#

we were ignoring royalties

#

we were just talking technical

cloud cobalt
#

Control of priorities (no "Fortnite doesn't need it")

grim ore
#

I know a guy who prefers Unity to Game Maker because he used Unity once to make a game jam game and Game Maker crashed on him when he was working on a game in a small studio....

normal burrow
#

unity powers tech demos and small scale things

grim ore
#

I'm just throwing out silly shit because I assumed that was what this devolved into lol

cloud cobalt
#

The real answer to your question is that the best engine is the one you have your 200-person team good with

normal burrow
#

reason i'm relentless on unity is because i feel like its infectious garbage

grim ore
#

All the engines have good and bad uses, just pick what you want to do and do it wherever you can. Your skills are way more important than the engine

alpine zephyr
#

let me ask this again i am sorry but. do you think that you can make the water in AC odyssey without modyifing the engine's core and still keep a good performance for other systems ?

grim ore
#

and your skills will determine the engine you use lol

normal burrow
#

plus if you exit out of their dark theme payments past a year, they just send debt collectors after you

cloud cobalt
#

I think you can do that with UE4, and with Unity, and CryEngine, and.....

alpine zephyr
#

in terms of ocean rendering and simulation

cloud cobalt
#

You'll still need a dozen people working for a year

#

of course

#

but all of these engines work

#

Sea of Thieves runs on UE4 if you're wondering

alpine zephyr
#

but i heared they heavily modified the source code

cloud cobalt
#

Why wouldn't they ?

#

They own it

alpine zephyr
#

and re wrote the AI system

grim ore
#

I heard AC:O was created on Unity

grave nebula
#

@alpine zephyr Ocean rendering.. is not something that you can attribute to specific engine. It is specific use, not generic.

alpine zephyr
#

i know i was just talking about out of the box features

cloud cobalt
#

No engine has ocean sim out of the box

alpine zephyr
#

cry engine has

#

i guess

grim ore
#

does it?

cloud cobalt
#

Does it, though

alpine zephyr
#

mmm 🤔

grave nebula
#

It does. But is it on leading edge ? Surely not. Will it fit game, where gameplay is based 80% on ocean? No. Not in 2020 for sure.

grim ore
#

I think the answer you want is UE4 cannot do it out of the box, you will need to do engine modification. We already gave you the opposite answer and that didnt seem to work so does this one?

cloud cobalt
#

Here is what you do pick an engine on :

  • which platform has it already shipped titles on ?
  • what does your team know ?
  • how good are the tools ?
  • is it well-supported ?
  • what can you afford ?
normal burrow
#

would also consider games on a similar scale and see what engine they use compared to how well they run

cloud cobalt
#

And of course, AAA talk is irrelevant to you unless you're AAA

#

AAA is about putting hundreds of people for a few years on a project, then instantly move them to another project

#

So switching engines is not an option

#

Paying royalties isn't an option

#

Etc

grim ore
#

Gears 5 was created in like 4 months with a team of 12 wasn't it?

cloud cobalt
#

And doing ocean simulation for two years with 10% of the full team is par for the course

alpine zephyr
#

thanks guys.
i was just trying to understand his point.
because i was thinking he was over reacting

grim ore
#

anyone who deals in finites is not to be trusted

cloud cobalt
#

Honestly obsessing over engine features is usually a thing gamers do

#

Not devs

normal burrow
#

is that true matheww?

grim ore
#

maybe!

normal burrow
#

don't know you to be a sarcastic person haha

cloud cobalt
#

Engine features are always good, but look at CryEngine - it had the best renderer for years, and where is it now ?

brave lark
#

anyone know how to set up custom launch options? like if I have two different shortcuts how would I make the game launch with certain settings vs other settings

alpine zephyr
#

i still think cry tek has more things to offer

#

espcailly after neon noir demo

cloud cobalt
#

CryEngine is virtually gone from the engine scene

#

Because it has had non-existing tools for years

#

And well, tools is what actually gets shit done

abstract relic
#

Cry engine banks on not having things to offer so you pay the company to add engine features

alpine zephyr
#

yes i used to use cry engine and the tools, documentation and community support there are the worst

alpine zephyr
#

i think CryEngine problems comes from the financial crisis they faced few years ago

grave nebula
#

Your perception will always be biased by your specialization. Rendering programmer will surely praise CE over anything else for its clean and efficient rendering. But rendering is only a small portion of things to consider and far from being the first one.

normal burrow
#

They kind of gained the reputation of throwing legal notices around too much, too

brave lark
#

@grim ore and where do these get checked? game instance?

grim ore
#

It's a node that checks anything passed into it, you should be able to use it anywhere you want the check

alpine zephyr
#

@grave nebula i am not parsing CE over anything else i just think they still have great things to offer. like their ray tracing.

#

i even think UE4 is now better than CE in terms of rendering

cloud cobalt
#

Ah yes, raytracing, that famous tech used in every game

#

Clearly what engines live or die on

alpine zephyr
#

i think ue4 renderer surpassed CE

cloud cobalt
#

It's hard to say with how little CE games are actually made.

alpine zephyr
#

it was just an example

cloud cobalt
#

Again, quality of visual is not an engine thing

#

It's a team thing.

plush yew
#

@cloud cobalt ok so i managed to open it

#

There definately is a spike whenever i turn around

#

33ms frame time on the spike

alpine zephyr
#

the engine can help. though

cloud cobalt
#

The engine can make it easier for your rendering team to program & author great visuals

#

@plush yew Now you can get more insights with the frame time per object in red

grim ore
#

yep start clicking the buttons and reading the stuffs and fixing the broken 😛

cloud cobalt
#

Find the thread with the highest time that is not waiting for interrupts

plush yew
#

@grim ore this is the profiler with the first person character bp i had originally

grim ore
#

drag the timeline bar in the graph to find the spikes, then use the list in red at the bottom to find the highest problems and drill down to see if you can figure it out

cloud cobalt
#

Speaking about engines, Unity is apparently making Havok free for their users

plush yew
#

where is that

#

i mean the timeline bar

grim ore
#

in the top graph is a line showing where you are current looking, drag that around onto a spike

tame flint
#

Getting ready to upgrade my rig. What do you guys recommend intel 9900k vs amd 3900x?

plush yew
#

intel

cloud cobalt
#

#lounge for hardware talk, please don't multipost

tame flint
#

ok

brave lark
#

@tame flint i'm usually an intel fanboy, but AMD made a really good turn around

plush yew
#

Wtf is cpu stall sleep

humble sun
#

@plush yew usually nothing.. just that thread waiting while others complete.

grim ore
#

have you tried the project in standalone or built? not in editor

plush yew
#

yes

#

but before the issue

#

the issue only occured after i switches to the als character

swift spindle
#

something is causing a large CPU hit in your als char

grim ore
#

one thing to do first since it looks like your FPS is locked is try t.maxfps 500 to unlock your frame rate then profile so you get a more accurate reading. Also you do need to test in standalone and built with the new character it might be an editor only issue

#

but I can say I tested that ALS character and had no issues so it's project/code specific to you

cloud cobalt
#

@plush yew Stall means this thread isn't the issue.

brave lark
#

@grim ore that node doesn't seem to pick up custom commands

#

do I need to add a command to the console list first?

grim ore
#

how are you doing your custom commands? I tested it with -testoption and it picked it up for me

#

its not calling a custom function/event, its a node that says "hey did you have this option when you launched?" and then you can branch off the result to run custom code

brave lark
#

currently just using it to set a bool that I show on the menu screen

grim ore
#

no need for the dash

brave lark
plush yew
#

HI Folks: Im working on archviz projects, is there a way to get rid of the gun in the first person blueprint? It doesnt seem to mesh with tours through a nice peaceful home

whole quarry
#

Select it

#

Then delete it

plush yew
#

oh -- LOL _- thats simple !

whole quarry
#

Or just hide it

plush yew
#

Cool

normal burrow
#

could have the gun make bird sounds

brave lark
#

@grim ore that worked, thank you

#

wondering if it's better to do it this way or to use different .ini files

plush yew
#

If I find a set of assets in the unreal marketplace, Do I download it and put it someplace in my project files (like an assets folder) or Do I leave it in the marketplace, or what?

normal burrow
#

you click it in the launcher and then choose your project

#

launcher puts it in your project

plush yew
#

ok, and it stays in the library in the launcher, right?

normal burrow
#

it installs a copy yeah

plush yew
#

cool

#

sorry -- lots of things to learn

grim ore
#

@brave lark Either way would work depending on what you need to change. If it's something big the .ini swapping might be better but just a few "cheats" or "toggles" command line works well

abstract relic
#

Note, some marketplace stuff requires you to make a new project. You need to simply select the assets in the newly created project >>> asset action >>> migrate >>> set the directory to the Content folder of your target project

autumn elbow
#

What's the best way to make icons ingame? I have a lego like building system that the player can save into a inventory slot. What's the best way to take a snapshot of what they built and use it as an icon ?

plush yew
#

@grim ore Yup still hapens with the packaged versio

grim ore
#

so is this a new project or built on the ALS project?

plush yew
#

new

#

tramsfered als over

grim ore
#

migrated over?

plush yew
#

yes

#

@abstract relic Thanks, I'll keep that in mind, I saw that some of them did require that

#

Im trying to delete the gun out of my project, or hide it, when I select it, it selects the entire character group, camera and everything -- whats the proper way to handle this?

ornate ice
#

cant get the Remaining time animation node in the BP Anim transitions to work

#

any idea anyone?

normal burrow
#

click the FP_Gun thing in component list @plush yew

#

er well

#

are you looking at the blueprint editor? -- if not, click the character and hit the edit blueprint button

plush yew
normal burrow
#

okay hit the edit blueprint button (blue)

plush yew
#

ok, editor is open, lots of nodes

normal burrow
#

now on the left side do you see FP_Gun in the top list?

plush yew
#

yep

normal burrow
#

click that, then on the right side in details under the Rendering category, find a Visible check box

#

and uncheck it.

plush yew
#

Ahhh -- ok

normal burrow
#

then find the Skeletal Mesh selector in there too and set it to None Clear

#

then save the blueprint

#

and you can then delete the gun out of the project safely I think

plush yew
#

In there = the details pane, or the components pane?

normal burrow
#

it'll be in the same window as the check box was

#

with FP_Gun selected as well

#

Mesh category, Skeletal Mesh. click the drop down and select clear (4th from the top of text options)

plush yew
#

got it

#

thanks

normal burrow
#

👍

neat rune
#

hi guys a question about input what is the name of the key when you press one of the joysticks down

#

I think back on the playstation 2 era it was call R3

normal burrow
#

yeah correct, on xbox its RS (right stick) / LS

neat rune
#

@normal burrow what is the name on the unreal inputs section?

normal burrow
plush yew
#

If I can politely interject and redirect back to my Shadow Tactics like view cone approach

#

Any other recommendations I should consider besides my current approach with procedural mesh and line trace

neat rune
#

@normal burrow thank you so much 🙂 one last question, it seems that it only works if I add a little bit of axis movement on the joystick, I assume this has to do with the dead zone of the joystick maybe?

normal burrow
#

it shouldn't matter, controller might be going bad though?

neat rune
#

it's kind of hard to catch but you see how I move a little bit forward and then I can crouch that's the issue

#

it only works if i add axis movement to it

open eagle
#

I keep getting "No owning connection for actor: PlayerPawm

#

It says it will not process my server rpc for setting some variables

#

It keeps saying that

humble ridge
#

Is it possible to have 1 animBP for different meshes that all share the same skeleton?

#

or even anim sequences

abstract relic
#

of course

normal burrow
#

it is ideal.

humble ridge
#

I thought as much just seems to do some wild things when i do it

normal burrow
#

are the proportions different between the meshes on the skeleton?

#

er better question would be, what wild things?

humble ridge
#

At least 1 of the rigs doesnt have the IK bones that the default UE4 skeleton has

#

All the other bones are fine however

#

I end up with some bones in the right spot in animation and others just bent in odd places

normal burrow
#

thats a problem they need the ik bones if you intend on using them.

abstract relic
#

1 of the rigs?

#

thought you are using the same rig

humble ridge
#

oh i mean i have like 10 meshes with 1 rig

normal burrow
#

i figure you meant mesh right? rig would be no no yeah

humble ridge
#

and 1 mesh on another rig

#

well

#

by rig i mean skeleton

#

OK ill have to add the IK bones

normal burrow
#

rules with skeletons is you can have missing bones in the mesh

#

but if they aren't all the same skeleton file then they wont share

humble ridge
#

Yeah ok so if i get the IK bones added i can then delete the old skeleton and replace it with the UE4 one

#

Anyone want to make $100?

#

lol

#

i do not do animations or rigging

normal burrow
#

what i meant was, for a mesh to use a skeleton it doesn't require every bone be in the mesh the skeleton offers

#

but yeah if a non deform bone like ik isn't in the actual mesh, its not in the graph either.

humble ridge
#

Ok but i need to keep some of the ik since it does things like facial features etc

#

and hair

#

I think i understand

normal burrow
humble ridge
#

Cheers will post in there

fallen marten
#

@humble ridge i can have a look at it for you. DM me the character and what you want

humble ridge
#

awesome

harsh tiger
#

anyone have an idea why im getting an infinite loop? i disconnect the sequence and then i get a new error for a different node so i disconnect that node and then it gives me another one

harsh tiger
#

i get that error when trying to play in editor. but i can package the project an it works perfectly, strange

rocky crag
#

hey

#

anyone co ul'd help me with a project? just chat to know if it has what's necessary

#

i'm on the general Voice Chat

oblique sorrel
#

Where would be an appropriate channel to ask about SkookumScript?

manic pawn
#

nowhere, since it has been discontinued

oblique sorrel
#

Then it's an awfully active project for a dead one

manic pawn
#

they just upgraded it to work with a new engine version

#

development of the actual language is dead

oblique sorrel
#

It went to community support, if I'm not mistaken

#

So yes, the development is probably slowed down significantly, but I wouldn't call it discontinued

copper wing
#

wanted to know when do we get the next batch of free for the month? also is there any noticable change from 4.23 to 4.24? i downloaded the quixel already but havent upgraded to 4.24 yet

oblique sorrel
#

1st Tuesday of the month, usually?

#

I believe that's the schedule nowadays

#

So expect it around the 7th

copper wing
#

oh ok

#

oh right i forgot new yearsd was just wednesday

oblique sorrel
#

Non-destructive landscape editing, brand new atmosphere system, SSGI, new hair rendering...

normal burrow
#

Yeah i'm so curious what they are on now

#

(pat was slightly scrolled up)

oblique sorrel
#

If you mean future features, 4.25 so far only has Niagara meshes done: https://trello.com/b/TTAVI7Ny/ue4-roadmap

manic pawn
#

they are up to maintaining the enterprise python stuff

#

totally boring and useless for games

#

a shame

oblique sorrel
#

Ah, the Sk guys

#

Well, Tim Sweeney did express an interest in bringing an intermediary scripting language to Unreal, to sit between BP and C++

#

So I guess they could be working on that..?

manic pawn
#

he did over a year ago and then nothing happened

normal burrow
#

javascript javascriptman

oblique sorrel
#

Please no

#

Unless you give me the ability to transpile TS

normal burrow
#

what else could you ask for a slow scripting machine thats easy to use

manic pawn
#

javascript isn't slow

oblique sorrel
#

I'd opt for C#, for example. Dart is also quite pleasant and has hot reload.

manic pawn
#

v8 is the most op script runtime that exists

normal burrow
#

yeah, i just meant script runtime

#

lacks threading

manic pawn
#

in a simple math bench it's 100 times faster than bp and as fast as c++

normal burrow
#

I actually like js though

#

Do think it’d make sense for the space of not wanting to learn c++

manic pawn
#

its interaction with native types though, is 🚮

#

which would make it extremely difficult, and slow, to integrate it as a script language in unreal

normal burrow
#

Value|0

oblique sorrel
#

typeof NaN

manic pawn
#

like if you wanted to put a FVector into v8 as a native type it would create some br_big_brain construct that points to an external vector and requires complex wrappers to access the members

#

and you'd be able to do bullshit like vector.v = 1; in js

oblique sorrel
#

And it would probably somehow turn out that operations on "1, 1, 42" are somehow faster than on Vector(1, 1, 42)

manic pawn
#

the jit can not work across native method calls so yes

#

my math bench cheated though

#

I used a function that is impossible to vectorize or predict the branches in

#

so c++ would probably have been much faster still in others

normal burrow
#

Was going to ask lol

manic pawn
#

this isn't really optimize-able

#

so it's useful for profiling the overhead of a scripting runtime

normal burrow
#

How does the compiler not just throw out value entirely there lol

manic pawn
#

it is, theoretically, guaranteed for value to reach 1

#

but it would require a god-level optimizer to detect this

normal burrow
#

But

#

Nothing is done with value

manic pawn
#

it could go in an infinite loop though

#

so removing it would change the functionality

normal burrow
#

But what makes the compiler think it needs to?

manic pawn
#

it takes 17ms for the c++ version to run and 1900ms for the blueprint version

#

this is quite br_oof

#

I expected it to be slower but not 100 times slower

normal burrow
#

I’d expect the compiler to say: all this is contained and does nothing so it can go

manic pawn
#

not smart enough

normal burrow
#

Damn weird.

manic pawn
#

neither msvc nor clang dare delete the code

normal burrow
#

What if it’s set to <10 loop

manic pawn
#

then clang removes the code

sullen rain
#

guys does anyone know why unreal redirects to webpage when i press build/play ??

normal burrow
#

Does clang not remove some of the code? At 1000000

sullen rain
#

this is killing me

manic pawn
#

no

#

it does the full loop from 1 to 100000

lapis vine
#

Too weird loop to remove it. Any sane compiler say, nah - you crazy, you are on your own

normal burrow
#

I have got to double check my compiler more

abstract relic
lapis vine
#

... also most compilers (excl. M$) have tons of options for optimizations + you can dump the rtl passes to see what's going on.

manic pawn
#

lua takes 533ms to run the code

grave osprey
#

Hi. Which one more expensive to use ? Code based animation. Or skeletal based animation.

normal burrow
#

Depends

#

At a point animations are faster

#

Matters how much you do

manic pawn
#

experimental vm runs it in 180ms

#

10x faster than bp while still not using any jit

#

there seems to be a perf ceiling close by though :(

#

no obvious way to make it faster than this

lapis vine
#

luajit 2 is kind really fast. But i hate lua. For such loops tho, you maybe be better with Java tho - lol