#ue4-general
1 messages Β· Page 613 of 1
Yeah, well consider theirs more versatile/proven in practice? With awful syntax.
... and language.
bleah
it's for an in game visual script language actually
They also have no ints? If I remember correctly, so they might as well sum floats here, lol
and making this thing is very fun
Fun has no price, go wild πͺ
I've not yet found anything that is faster than the luajit interpreter
anything actually using jit doesn't count
Its precompiler to C or what btw?
Hmm...
I see... Was writing before years something along the lines.
But it was full instruction set simulator.
currently the ui part of it doesn't exist, so we made up this
assembly language to test the vm
this implements that bench above
Polish notation... Well, its kinda expected that yours is fast as its all cached. Likely the others do many other stuff in general.
yeah
it builds a stack frame for the function much like a real compiler would with all the locals in it
the idea being to keep it as close to the native code as possible so it later use things like TArray directly without much effort
Ideally, I will advise you to mimic an existing language so to have less of burden to everybody, but you know what you seek. Anyway, enjoy π
the ui in game will look somewhat similar to scratch so people should be able to easily pick it up
Huh? Scratch, wtf is that? Guess I'm no UI dev, lol
no one will see how much we over engineered it behind the scenes :(
guess people will notice when you can do an unreasonable amount of stuff without dropping your fps
Likely not. If something is missing, as it is supposed to be (lags) its rarely noticed. Same with clean house, warm meal, money in wallet, etc.
luajit interpreter actually generates fairly similar instructions for the vm
but they have fixed variable slots and slightly more efficient code
Likely the others do many other stuff in general. also yeah, only "do other stuff" is what I'd consider "pointless overhead to be eliminated"
have plans for this to efficiently read/write fields on objects like players aswell
You need no convincing π
it's interesting how bp follows the same basic design (with the precomputed stack frame and fixed offsets) but they just proceed to completely fail to use it efficiently
Man... could be that... Could be that everybody else is doing it wrong?!
luajit at the very least is doing it even better 
Hey guys. I have a question about how to optimize a level that was built almost entirely in blender. Essentially what I'm doing is loading a quake map into blender, then exporting through gltf into UE4. Large maps with lots of materials are incredibly laggy. Should I break the mesh apart so that there's only one material per mesh? What tips do you guys have?
assuming you currently have literally one mesh, splitting the map into smaller meshes will improve culling efficiency significantly
also make sure to use material instances as much as possible - swapping out a texture slot is far less expensive than swapping out the shader
Yeah I'm definitely using material instancing.
anyone knows its possible to update a runtime virtual texture at runtime? (thats not why its called 'runtime' i guess)?
Hi, since i've updated unreal to 4.23 my game scene seems to crash when i open it. the causes seems to be a decal material . does anyone had the same issue with uprading to 4.23 version ? thanks
for shader compiling, multithreading or performance per thread ?
@manic pawn sounds good, so the issue i might see is that its being cached at somewhere on begin play, but it wont update when e.g. move a actor that writes to RVT
Hey guys, how do you handle animation state machines across multiple different skeletons? Seems impossible to re-use them, I'll have to duplicate them?
Easy , just setup a bone rig in the skels so they can share animations, or at least duplicate and retarget, and then right click the anim BP, duplicate retarget to the new skel you want to use @forest tree
The problem then becomes that if the animation statemachine describes a similar character type (with a different skeleton), updating one will lead me to having to manually update the other @fallen marten
My usecase seems to demand multiple different skeletons as the anatomy of the characters differs, but they have the same sort of logic as far as the animation state machine goes
The use child anim bps where you can use the logic but swap out animations in each state machine to suit your skel
That is only within one single skeleton, not multiple different ones.
There doesn't seem to be a way to achieve the same thing for different skeletons, but indeed, that was also the direction I was trying to go in.
I just feel like I'm missing something here. This can't be a problem only I am facing.
Have got to be people out there who have the same issue, and are managing it somehow.
If I have to duplicate them it's going to lead to an unmaintainable mess of unique statemachines that all do the same thing
I dont quite follow what you are trying to achieve
Imagine 3 characters, they have mostly the same animations and state machine logic to transition between their states. However, their anatomy differs substantially thus they have different skeletons
I have a few different skels, that all use the same anim BP but in those anim bps they use their own skel specific animations
Wait, you have different skeletons using the same animation blueprint?
Yep - hence using retargeted anim bps
duplicate retarget to the new skel you want to use
This gives them a copy, no?
Yep
lol
But it's not the same if it's a copy.
I mean @fallen marten , if it's a copy, and I edit the original, the duplicate is not modified
Which is what I want
Imagine I have 20 skeletons, 20 animation state machines
Now I want to update one thing
But I have to update it 20 times
Then use a child anim BP, and just modify the master
Yeah but you can't use a child anim BP with different skeletons AFAIK
The master will update all the children
It needs to be the same skeleton
I think you're going to need different anim BPs
You can retarget a child BP to your skel
Question, has anyone here done the Learning Path on the Unreal website?
And it'll still get updated by the master. It's simple inheritance
since they're different skeletons, and different animations, they're technically totally different even if the BP graph is the same
Original Anim BP -> Child it -> Retarget it -> Update parent -> Child is updated?
Like that?
@wary wave That was what I was thinking too π¦
Well try it and see. It'll either work or it won't
And yes that pattern is how it works. Change the master, the child updates
Hmm
Set it with a hard value instead of the timeline and see if it gets brighter
Yeah, maybe the timeline isn't setting a high enough value
Tried it, doesn't work. Parent -> Child creates a child, retargetting the child gives you a copy of the original parent and then retargets based on the copy.
yea when i removed it the lights where bright
So you end up with 2 parents (one for the original skeleton, one for the new), and a child based on the copy.
Open your timeline and set a higher value
Stop simulating
?
Your pic has simulating on it. Press the stop button
Lol ok... Then I have no idea why it's locked
I'm confused
@forest tree sorry that didn't work, I'll look into it for you
Nice work man π
i had to drag them up
Yep thought so
Thanks for your help
Anytime bud π
Hey guys, I'm still having some issues with a complex scene imported from gltf causing UE4 to lag immensely. The scene is a level ripped from a quake mod, loaded into blender, then exported as gltf for use in UE4. I've tried breaking the level geometry apart for proper culling but it isn't making a difference. My frame rates are still sub 10 fps for some fairly basic geometry.
Np, thanks @fallen marten
@civic otter it's hard to troubleshoot without seeing. Maybe you need to break the geometry into smaller sections, give them lod, and reduce the texture quality
Me again, with my view cone dilemma
I'm using procedural mesh with simple line trace to re-create the effect for a view cone from shadow tactics. But I don't know if I should consider other approach?
If the video doesn't move, try to download a local copy and play it
Hmm not something I've tried yet. I'll have a think about it
procedural mesh is probably the most sensible solution
I found an EQS Based tutorial, but my Occam's razor bells started ringing, so I came up with this approach, but still not sure if it's the best...
you'd still need a way to visualise the EQS results
This is my code. I'm using a timeline on a camera for panning left and right
If anyone can give me feedback on the actual video that would be great
for some reason the video doesn't play in the browser, but plays fine as a Local downloaded copy
@fallen marten This is a shot of what the map looks like. Had to set it to unlit just to be able to even use UE4. Currently there's zero collision as well, since I broke the level geometry up into so many tiny pieces (one mesh per texture instance) to try and reduce both the texture swaps, and to give the engine the ability to cull geometry properly but it's acting like it's not culling any geometry at all. FYI I have very little experience with UE4, but it feels like the best option for what I'm hoping to accomplish with this project.
Messing with precomputed visibility currently to see if that helps.
Perhaps each floor level could be streamed
@civic otter What are your computer specs? also it may be worth looking into Level streaming and split your scene into several floors that are being streamed as the player approaches them
streaming is something I have currently zero knowledge about. But sounds like something worth having in my final project. One of the important requirements for this project is to have retro aesthetic level design. The level you see here is not mine, it's just something i'm using to test out a workflow. Basically i'm loading maps made using a quake map editor into UE4
My specs are not amazing, but I have a gtx 1070, a competent-ish cpu, and 16gb ram.
Your lighting will make a big hit on fps too. Try use static lighting and make sure to build lighting. Dynamic lights do use more fps
Also try to set low quality shadows
Basically nerf it all
@civic otter Level streaming is very simple, don't be deterred by your current lack of knowledge. Just imagine your character starts on second floor. There is a third-floor and the first floor
Once again thank you @fallen marten
as your character starts on the second floor there is no need to have all the objects from third-floor or first floor in the world
just stream them in as you approach the stairway to either floor
Yeah, that's something I plan to have in the actual project. I'm just trying to sort out the workflow, and determining if my current method is even worth continuing to experiment. I could buy an asset for UE4 that loads quake style maps natively, or I could use blender to do it for free.
given the size of the level, streaming is probably not going to gain much tbh, except for hitching anyway
Although camera frustum should also take care of a lot of culling, So I may be wrong....
not unless you're expecting very high res lightmaps
I'd like to have decent resolution lightmaps. I eventually want to implement ray tracing into the project as well
I'd like there to be the ability for the player to choose which version of the game to play.
that could be a streaming level
not sure what the performance impact is of having RTX enabled but no dynamic lights
I suspect negligible, though it would still probably require RTX hardware
I'm going to try building the lighting and just see if that helps for the time being.
Like Confucius says (π ), Try Static lighting if not already
Yeah I'm going to look into that.
@plush yew Stencil shadows are generally the most sensible solution, where procedural mesh stops being viable.
@grave nebula Awesome , thanks!
hey
can some one please show me the best car games asset for ue4 ?
Hhi folks: Im curious, whats the approved / more or less production ready solution for exporting assets from blender to UE4?
Hello fellow devs, i have a question for you: Do you know a way to get the path of dragged objects from explorer (windows is enough) to the packaged game and do stuff with it? I searched quite a bit and didnt find any solution for this, if you could even point out a direction that would be really helpful, thanks in advance β€οΈ
hahahahahahahahhahahahahah lol help me
w/ ray tracing
down to 3k now
1k
compiled!
Also, can I insert a character from another file w/ properties from said character, e.g. GUIs into another scene? If so, how?
how to play particle effect when on hit collision actor ue4
Guys! Does anyone know how to fix overdraw issues when it comes to foliage rendering?
maybe merge actors? dunno
use masked instead of transparency, cut away anything mesh thats not visible trough masking.
@midnight gate Oh hey
after your character gets hit or whatever
just add node called
spawn emmiter at location
yes thank you it worked
So guys, runtime virutal textures says it runtime, but why cant the actor be movable ?
its cached at begin play or so?
presumably because it's tied to the world coordinate system
its movable with any setting? would be a great thing
I doubt it can be moved
yeah, me2
if it were to be moved, anything drawn to it from other actors would now be incorrect
i think its cached right?
actually trying to invent a road tool (spline decal) using RVT
(at runtime)
π
https://gyazo.com/bbfd0980c1e264c96fea84206494f2b6 What does this error mean?
I have added a widget component to my FPS character and am displaying it in world space so other people can see it
The widget looks significantly lighter than it actually is and I think its being affected by the lighting from the world
how do I prevent this? The Material is already set to unlit: https://i.imgur.com/ggojXPy.png
Hi all, Happy new year! Just a quick question if someone knows: Can you use a fracture mesh as a pickup like you would a weapon, etc.?
@slender mist
If the shading model is unlit then it wont have lighting
Make the shading model something else
i dont want it to have lighting, thats the point
but it still looks lighter than it should be
modify the material's brightness
how do I do that?
https://i.imgur.com/hxVeVEI.png
left is how it looks in the browser, right is how it looks through the web browser widget in game
you can add a post process to encapsulate the pickup, would be ghetto-rigged but if static and small enough, would allow adjustment of brightness, etc.
or the hand (pickup)
io'm guessing the directional light is too bright
or masterial isnt setup for something
i actually deleted everything light-related from the world and it still looks like that
@fierce tulip Yeah I use only masked with dithering. it's not that big of an issue, everything else is optimized. It's just annoying when I check shader complexity to see the white spots.
@slender mist multiply the colour output by something lower than 1
Health isnβt a thing until you add it
Believe your are supposed to return health loss after armor or whatever
Then you need to deduct from it inside overwrite of applydamage
yeah but
And return the health loss
Is apply damage something you can override in functions list?
Thatβs where the health changes should happen
Inside that function overwrite
Otherwise every take damage node would include a subtraction youβd require (immediately following them)
yeah thanks
https://gyazo.com/933a77c61513704352c6251f65028e59 Since when that is possible lol
paid steam submission fee today
turns out my keyboard decided to give up
and forgot my boiler for 6 hours
1 good 2 bads,sounds like my life
hey could someone help me in #source-control
There is nothing there from you
How do i change blueprints mesh inside the game
Now i just use thing that changes visibility of meshes in that blueprint
but there is so much meshes now and its starting to take much time to do this
why is there a question mark on all my assets for source control
could mean any number of things, hover over it and it will probably tell you more
I had some issues like that when I first started with UE, now I just spam ctrl+s even though the editor has been very stable since :P
Im fucking tired of crashes i lose loads of things
Thats why you should use save all
Does anyone know of any good courses to learn more about the optimization tools in UE4? I am struggling with some performance issues on my VR project and am not very proficient with the built in optimization tools ue4 provides.
mastermind
@jade hawk Maybe try to set the graphic settings to the ones that your game is working fine with
Crashed again
is there any way I can have 1 way transparency
wdym @open eagle
We need to go way more in-depth that that which is why I ask. We have created a system inside unreal which loads and unloads all of our assets in real-time. Creating and destroying entire game worlds around you without a loading screen. Currently it runs at a smooth 90 frames and has 80% headroom on a regular higher spec VR pc. We plan to release to Oculus though which requires us to hit 90+ frames on an AMD 290 min spec machine. In order to accomplish this I will need to locate the specific assets causing the frame drops and space them out a bit with async tasking to keep the frames up.
@steep ferry I want to have my material be opaque on one side and be translucent on the other
Oh damn
@open eagle how are you defining "other side"? As in the back face of a two-sided material, or something to do with the mesh it is applied to?
Like on a flattened cube or something
So the cube only has one material applied (affecting all 6 sides) and you want to be able to see through one or more sides?
@open eagle Like this?
Hey there everyone, I need a bit of help. Is there any place where I can effectively learn blueprint? I have done quite a lot of tutorials and they simply just hold your hand and dont actually teach you anything, so I was asking whether there was something you guys could recommend.
Why did I think it was a good idea to make things that can be disassembled... I think I must have temporarily forgotten I'm not very good at 3D modeling
Alright, will do.
@wary wing Let me show you what scenario i'm in
I want it to be harder to see the ocean floor from the top
Ah! So if you're looking directly down it should be more opaque than from an angle?
Oh! I see
and make it easier to see outside from under the ocean
the mesh is just a flattened cube
Oh I see ok
Could you use two planes instead and put different materials on top from bottom?
I guess
How could I develop a Cross-Section plane to make invisible what is on the other side of a vertical plane?
I notice 'new content' on marketplace is a bit different.. only showing a very few items
Is there way to add integer to name
like name+ integer
i need it to open different levels
@plush yew Like an x-ray view kinda thing?
CSG is the term you'd be looking for on google 4edu
believe nothing like this is built in beyond the ancient and decrepit bsp support
Well it can subtract just fine, but you'd have to make your mesh with BSP and that doesn't seem practical
It's there to mock out maps with these days
its pretty much the most broken and unmaintained thing though. Only brought it up because it seemed relevant, but would never recommend using it
the normals it makes on hit results are frustratingly bad
@plush yew I think you can probably do something similar to that with a masked material and maybe the stencil buffer
I am a person that would love to see a better bsp editor in ue4 though
I miss the days when BSP was a first class feature heh... but that was UE2, not so much 4
ikr? we old haha
placing models everywhere seems imprecise and without portals lol
I could actually make geometry back then hah
word, times change
Indeed they do
ok thanks!! π
The new static mesh editor seems to be trying to emulate those heady times for us, but with meshes instead of BSP blocks
@dim plover mentioned that to me earlier too, I've not looked at it, but any csg features would be well welcomed
I have heard that it supports the same sorts of operations as we have for BSP, though I haven't tried it myself yet
Hello, how would I lock a object's location but not its rotation?
is it a physics simulated thing?
no
are you the one moving it? or what moves it uncontrollably that you'd need to lock it?
what I've got is the VR template and I want a bar that the player needs to hold to then rotate a maze that has a ball in it to then reach a goal (A task I've been set)
like this
but a large bar on one side
so I was thinking to lock the location so when the player interacts with it, it doesnt move. But when there rotate it will rotate
Thatβs definitely a job for physic simulation
Yeah agreed. Though I'm a bit confused on what the question is or what you mean by needing to lock things though. Idea is to have the motion controller tilt rotate the game but not move it?
Going to assume the bar just needs a interaction function
Why does only gamepad input have to be multiplied by delta time and not mouse input?
I think mouse input is usually treated as an absolute value?
It probably depends somewhat on what you're doing
Just basic fps controls of a character. Looking up/down and side to side
think of how you have to hold a joystick to the direction erebel
it's kinda like this... mouse input is an absolute change, if I move my mouse from 0 to 100, I want it to be reflected exactly like that
but game pad input is more like holding down a key, it's not an absolute input between two points, it's a modifier on motion
Hey guys i wanted to ask for fix for my problem
its the particles , well currently my smoke particles are full bright and act like unlit when i'd want them to react to lighting
Is the material you have applied to the particle unlit?
I'll check it out
Are you sure the particle system isn't using multiple materials?
Well im closely checking that is every material default lit
Well every material in my particle emmiter is set to default lit :/
Can you post a screenshot of the particle system?
and using base color - not emissive
And the material?
The brightness you are seeing is emissive
@gilded lichen how far are you on it?
@upper heart So i need to change the particle system from emmisive?
I mean material-
Yeah, hook the emissive into base color instead
I've not started just thinking on how to do it
@upper heart Hello, thank you for your help! Everything works fine now
No problem π
hello when i launch a standalone game in ue4 the game look different , it's not like in viewport , that's in viewport :
that's in standalone game :
and i can't move or do anything
maybe there's some error
which makes you unable to do anything
launch the game in viewport
and screw around
then click esc and see that arent there any error messages on bottom right
π¦
Are you testing as a client or server when launching the game in viewport?
You are likely playing as the server when testing standalone
So that would explain the difference
Hi I'm having a bit of a problem, I'm new to UE and I'm trying to render a short clip using the sequencer
I'm trying to export this view out of the Camera
But ends up rendering not out of the camera ... at the 0,0,0 location I believe...
@upper heart i just restarted the project and now work , tnx anyway
can anyone help me with this replication problem

So basically, I have a weapon that has sphere bounds, and whenever a player overlaps those bounds, the weapon casts to the player and sets a variable that contains the current weapon that the player is overlapping and can equip
So I have this
This is in the weapon class
this is in the playerController
and this is in the weapon class for equipping
When I equip a weapon, I can see that I have equipped it but others can not
So where should I put the pickup logic
Wont server RPCs get dropped if they get called on an actor they do not own
Character would suffice
Hey guys, can you give a name of a method that gets executed once per frame (UE4)?
Like event tick?
Can somebody help me with this problem: When I open a new material the "compiling shaders" is not working
@next badger i've compiled epic leaderboard for 4.24, can grab it here : https://gofile.io/?c=yGzCNX
huh?
@plush yew there are settings on top of the material editor toolbar, to update the preview etc...if that's the case of your question
Does anyone know best practices for showing controller-specific prompts (through UMG etc.) based on the currently used gamepad? I can handle this fine on consoles where it knows the controller at build-time and run-time, but it doesn't look like detection of the controller type is existing functionality for Windows.
I've been looking at Steam Input API for this, but wondering if it's overkill. Is there a simpler solution that other devs are using these days? Is it standard to just always assume Xbox iconography for PC games?
did they change the data table editor or something I cant seem to find the buttons anymore to move rows and also the field to enter the name
seems as if you can do drag n drop now
ok changing row name is f2 whatever
@next badger i mental that when i make a new material there is konstant compiling shaders (190) and Idee dies not go down to 0
well, that happens, you may try to restart
im trying to make a healthbar and ive set it to fill from center but it get thinner horizontally and i dont want that
i only want it to get thinner getting smaller from both sides not go downwards aswell
I want to download the sources for UE 4.23 from GitHub.
Can I safely assume that the '4.23' tag has all the bugfixes and patches that happened after the 4.23 release?
yep
How do I apply the subtractive brush to a bsp mesh
you export the bsp you already have as a static mesh, then import it into Blender, then model it properly π Seriously though there should be a button for it on the modes panel I think?
because I had to check its been so long
subtractive brushes depend on brush order.
You should be able to right click it and select make static mesh
that didn't work like I expected
I guess I'll merge everything, export it to blender and do all the Boolean there
What's the issue?
it just disappeared when I converted to static mesh
you might have to select both brushes when you do it.
I'm already past that lol
I don't recall exactly. Brush order was always the issue whenever I had problems with it.
bit of noob, what does the isvalid node do? I read the tooltip to be makes sure the object is valid but what does that mean?
that the pointer points to something, and that something is not being destroyed
a pointer can also points to nothing, nullptr
Im confused about the node Inverse Transform location?
as the tooltip just confuses me more
Good, to send a question related to lighting, which topic is better?
blue is (1,0) in local space (but 3,4 in world space), purple is (1,0) in world space
transform location and inverse transform location can change the coordinates between one and another, with i.e players transform
okey! Thanks @runic iron
While playing my game in the UE4 editor, LOADLEVEL Node was an instand reload (Teleport to origin) in 4.22, but after 4.24 and steam integration, LOADLEVEL is instant the first first time, third time, fifth time, seventh time I use the function, but the second fourth and sixth times, etc etc, all require the game to lockup for 15 seconds while an oculus loading icon spins. WTF is this.
loadlevel works instantly every other use, and locks up the system for 10-14 seconds every other use.
anyone know why ?
Anyone ever had an issue where after saving a level it still has an asterisk next to it, showing it has pending changes?
I can link you blenderβs official server maybe-possibly-probably get an infraction for it
hard to say lol
I wish I had the power to mind read too
It would help with a lot of the questions lol
hello , why i see the foliage like this ?
I need some help with a death system, i have a health variable and an object that damages the player
The players health goes down to zero but nothing happens and you can still play normally, i even have a death function which i know that it works as i have an object that kills the player upon touching it
But i just dont k know how to make the death function happen when the players health reavhes zero or below, can anyone help me?
@fierce forge looks like your foliage is floating above the surface of the terrain
did you try adjusting the Z placement offset
I'm looking into creating a long line of trees that when looked from afar can still be seen (probably more like a green line than a line of trees, since it's gonna be far).
What would be a good way to do it?
Could anyone help me with the death system?
@stark marsh Typically you need some sort of global variable to keep an eye on that impacts various systems in your design approach. For example, a global variable would be a bool bDead. If it's false, Play your main game loop. If it's true, don't play your main game loop, and play your death animation
this bDead variable can impact animation blueprint, Game abilities system, and so on
And simply you set it to true when health reaches zero. And that's mostly it π
ideally when the health reaches zero you broadcast an event EVENT_DEAD For example that various systems listen to. So you broadcast this event once, and all the necessary systems in your design will act accordingly
Where would i make this bDead variable in?
And where would i put the code of if bDead is true play death animation, display death screen etc
My recommendation would be to get familiar with the basic framework, in particular game instance class, game mode class, game state class
it will become much clear which class handles which type of code once the knowledge sets in
Huh, I just made a system where I can pick up and move objects around simply by parenting the object into the player character and disabling its physics
For some reason I was under the impression this was going to be more complicated lol
I've never done anything like that, but you might want to attach it to a spring arm component.
So that the object never intersects like a wall or something.
Oh that's a good idea, I was just thinking about how to make sure it doesn't go crazy if it collides with something :) Thanks for the tip!
Hi I'm having some problems with physics, when the character crouch jumps on a corner of a box that is physics simulating and uncrouches as soon as he lands, both the box and the character get launched to sky
@dim plover hmm I'm not entirely sure if the spring arm actually works with anything else than cameras... all the settings are camera this, camera that, and although the actor will attach to it, the collision checks don't seem to actually work
I think it should work. The docs say it prevents its children fromcolliding.
Did you try changing the ProbeSize and ProbeChannel?
Because with the UpdateDesiredArmLocation(), it doesn't really do camera specific things.
yeah I tried making the probe bigger and using WorldDynamic instead of Camera
the object I'm testing with is definitely set to block on that channel
Did you set this to true? bDoCollisionTest
/** If true, do a collision test using ProbeChannel and ProbeSize to prevent camera clipping into level. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=CameraCollision)
uint32 bDoCollisionTest:1;
Yeah
(this is with blueprint tho but I think that should correspond to Do Collision Test in the BP)
I might actually have the arm positioned incorrectly now that I actually looked at what it looks like in the viewport mode... lemme see if I can tweak that and if that fixes it
I was under the assumption it would project forwards from its position to the arm length but actually it kind of looks like it might be the reverse of that :P
No idea tbh, I rotated it so it seems like it should have the right orientation but nope
Oh wait I think it's doing something... but it's pushing the player character around instead of moving the held actor lol
Maybe set the object you're holding to have no collision. That's probably pushing you back.
If not, π€· .
I'll give that a go, if it doesn't work then it's fine - it was a good idea anyway and maybe I can use the code to set up my own thing that works better :)
Yep that actually works now, needs a bit of tweaking but at least it does the basic thing correctly now
id like to make my game for both steam and mobile. are there any key things i should do to make it easier to take it from one platform to the next? or just have to like make everything twice cuz separate platforms?
heyo
can someone teach me unreal engine overall im trying to make a fps survival game
@gray jetty Study these to your heart content
https://www.tomlooman.com/tag/survivalgame/
https://www.youtube.com/watch?v=p4vLt7bClDk&list=PLrRmsT-jf_qrIfYcHG0DdexKqoWFYHktb
https://github.com/tomlooman/EpicSurvivalGameSeries
A preview for a new feature coming to the freely available SurvivalGame Sample project made in Unreal Engine 4. Info on the project: https://forums.unrealengine.com/showthread.php?63678-Ongoing-C-Gameplay-Example-Series-Making-a-Survival-Game
It's similar to Half Life 2's Gr...
I think I jinxed myself... I was saying earlier that the editor's been really stable... and now it's just been doing nothing but crashing doing really basic things like moving things around... π€¦
So I discovered yesterday that baking the lighting on my imported quake maps basically solved the frame rate issues, but the baked lighting itself was basically shit lol. Huge chunks of the level we're blacked out. I'm going to experiment with materials and lightning generation to see what I can do about this.
@exotic thicket just add a socket to your mesh and use attach to actor node, and type the socket name in. Change the collision settings of your held object to ignore the parent mesh and that's it - super simple.
Yeah I mean it works, Floss was just trying to help me make it work better so the held actor won't clip through stuff :)
I might need to look at your socket suggestion if I end up making this multiplayer at some point though
I have a problem with my editor. after rotating an object the pivot does not rotate with the object. before it rotated.
It's the way I do it and mine is multiplayer
You can stop it clipping just by adjusting collision
Add extra channels if you have to
yeah in my case I want the player to have some control over the held item so currently it just follows your crosshair around :)
You should be able to, I have baseball bats and axes that physically hit the enemy and don't clip, well, I did until I had to change the system to a sphere trace instead of physical hits, otherwise it was hitting the enemy a billion times before the bat stop stopped touching
I also had that problem with the billion hits.
When a static/skeletal mesh overlaps with a static/skeletal mesh.
But I just put a collision comp over the mesh.
There's probably something broken with how static/skeletal meshes fire their overlaps. Worth looking into, imo.
I was about to ask how to align a text render component with a mesh but that's probably also easily done using sockets :P
Yeah you just parent it to whatever you want
Is EQS really still experimental? Weird
The documentation is telling me not to ship anything with it
I guess I'm gonna live dangerously lol
How do I remove this?
https://i.gyazo.com/24ea70b99ebf6626ea08c69b5852d2e8.png
This square shit keeps forcing me to restart the editor as I can not remove it.
I know not how it even triggers.
Drag a tab over it.
It's from relocating a tab over an area and the UI didn't remove itself.
Wow. That worked fast. Weird. Epic needs to fix this.
It's been like this for a long time and will probably never be fixed. It's not really a meaningful issue.
never ran into that, wonder what causes it
Really? It's pretty common. It's just from dragging a tab over things. Maybe if you really quickly hover-drag over several windows.
Im so confused with how UMG works
What part? Maybe try Slate then π.
i set the resolution to 1920x1080... and it shows as a super small squre
am i missing something ?
Can I see the properties on the Size Box?
this might be a very broad question, but how could i make my game accept an avatar file of some sort, then use it in-game? could i do it with a zip containing mesh+skeleton, animations and the anim bp?
ive been trying to replicate how vrchat does its avatars, where you can upload one, and then use it in-game and have everyone else see it correctly too.
would having the game upload it to the server on a different port for ftp or something work?
you would need to have some way of loading a model file at runtime... not really sure if there's an easy way to do that
I know it's possibly in Unity based games to both load assets and C# code at runtime, which I believe is how VRChat works
@next current Philosophically speaking You need a mechanism in place to add additional data both to your server and clients that can be consumed by them
one way to do it is implemented DLC mechanism and the other one is modding mechanism
This way you can add additional data on top of your base packed and shipped product
@dim plover i fixed it! Silly me.. i didnt scale the main hud widget to content lol
Is there a way to create a page to change game keybinds
hey guys, can anyone else confirm (or deny) that traces cannot hit GeometryCache assets?
Released a game that was in the top releases on steam of 2019 ama
can't log in
@fickle warren over VPN?
It happens to me all the time over VPN
try again in 30 minutes or more
they have a timeout, after that you can try again
other possible explanations: are you are in an Internet cafΓ©?
or in some unfortunate country that is notorious for spammers?
Nope. Home PC. No VPN.
usually is just a built-in blacklist, that all the routers are using around the world
Could be the hacker thing but I have received no login attempts for my account.
Yes, that too. But again there is a timeout, so just try again later
hmm, Steam is working so can't be a blacklist. I will try again later, thanks.
@lyric canopy are your parents proud
Reasonably yeah. But Probably prouder of other accomplishments
GENERALHide or Die is a large scale multiplayer horror game set in a world corrupt with darkness. Dozens of players take the role as survivors, hiding out in remote bunkers, clinging to their last bits of resources. They must gear up, locate abandoned extractors, re-activate ...
$24.99
745
full launching her in q1
lol i love the aliens motion tracker
heavy inspiration
i actually worked on aliens colonial marines so im glad to see at least one motion tracker reached steams top lol
Gearbox is a ten minute drive from me
did you attend that one college next to legacy village?
i ask cause ive worked with some people from there and they always were like 'oh shit we lived in the same place', saying their gd courses were aight
No no no. I am originally from Wisconsin, undergrad in managerial accounting, moved away to South Korea, did some vr programming for samsung, royal caribbean, shell oil, bt, etc while I was in Singapore, and then moved back to states after a successful kickstarter
sorry to interrupt the conversation, what's the best channel to get some help on lighting bake?
haha thats awesome, i lived in seoul for like 5 years myself
Oh wow, small world. I was there 2.5 years. 2014- mid 2016
thx
Banghwa, dongdaemun, gangdong
Met my wife there actually
5 years here this summer
fantastic country
Some of those Steam reviews sound pretty rough, hope you guys get things sorted cos that looks kinda cool
uh, so my machine BSOD'd and corrupted the engineinstall
I am getting a crash at 18%
tried verifying install, but it passess - and then still crashes
is there anything I can do?
I also did a windows SFC which passed
Assertion failed: SerializeNum >= 0 [File:d:\build\++ue4\sync\engine\source\runtime\core\public\Containers/Array.h] [Line: 1079]
@dim arch Perhaps you can try to fully uninstall and reinstall?with a reboot in between?
how do you work with other people in the same UE4 project?
@gray jetty Use source control, and have in place valid change control policies. I know, I answered like an engineer.:-)
i dont know what any of that is im extremely new to the engine
@gray jetty My answer is not specific to the engine, is specific to working in a team
im trying to make a fps survival game but idk how to do anything lol
@plush yew I was hoping to find a way to fix it without downloading the engine again, I am going to install 4.24 and if that crashes on boot then there's probably a corrupt dependency
@gray jetty maybe you should start with the fornite creative mode?
@gray jetty I already gave you some links for you to review and learn from a few hours ago
yeah but thats 3rd person and also i dont know C++
well, if you have no idea how game systems work, you have a lot of reading to do, its a lot easier now than it used to be
just buy some asset packs and learn blueprint
yeah...
i wanted to look for a dude to go through and teach me at a decent pace
but yeah
honestly all you need to know is available in the documentation + unreal youtube channel
it just requires effort
yeah true
@gray jetty
I think a valid option is to get some courses on it, they will walk you through the first steps with support and you can continue on learning after that (Udemy has some very cheap ones to get you started)
Learning on youtube and with documentation is also an option but its not very well structured because youtube tutorials are short and the documentation doesn't fully explain things like a tutorial because it expects some basic understanding
yeah ok thanks
hello all. anyone getting continous crash in 4.24 after stopping play session in bp editor? i googled but couldn't find anything
I'm not having any issues like that
actually it's not even a crash. editor stops responding :/ very weird
it only happens when you stop in the bp editor?
does the same thing happen in other projects?
i mostly press play button in bp editor, and when i press esc to quit playing, play session ends but yellow outline and simulating text doesn't change on editor and it stops responding
yes it happens on all projects, i started this project on 4.23 and didn't have this issue before
oh thats really weird, if you print something to the console does it continue to print after you quit playing?
cant check that because editor also freezes and cant do anything :/
its like the bp still running
yea but normally editor ui responds
but it freezes like this, also i can see editor does not respond on task manager, and it doesn't crash even though i wait for minutes
I can see the stop button on top so it is running... strange
maybe it's nvidia driver issue mentioned here: https://issues.unrealengine.com/issue/UE-74575
can you check windows task manager to see if the game is still running?
yep i checked and it does not. now i'm trying to reproduce same error while keeping unreal insights open to check if any error message drops there
ohh i didn't, i'll do it now
thanks for your help btw
nice to see helpful people around
sincerely I don't know how to solve this as I never saw it happening XD but we can at least try to narrow it down
if you think its a driver issue are you already on the latest driver?
but even then you should probably report this bug in the forums, maybe someone from Epic knows how to properly deal with it.
install older versions of the engine to see if it still happens (just to narrow down the problem),
maybe something went wrong during the update.
Anyone know if there is a way to get anim notifier events directly on a character bp
im not on latest driver version but i'll also try to change it. and if i cant find another person has this problem, i'll report it for sure
@humble ridge as long as you get notifies on animbp, you can call an interface on your character. it will be probably most performant way since it doesn't make any cast
also interfaces are very cool to make your blueprints or animbps dependant since you dont make any casting to specific class. so your animbp can be usable on any character with that interface implemented
Yeah that makes sense although i use 1 master character for pretty much everything other then my players
Is casting really that detrimental to performance?
to the point where you should add an interface ?
Doesn't an interface function call require a cast (to the interface) as well? It's just not shown that way at least in BPs?
Or maybe it works differently behind the scenes, not sure :)
When you cast to x class, engine creates a new x class object and compares if its same then deletes it. Your x class can have lots of hard referenced data on it, like meshes materials, textures. You can see how much runtime data has any class by right clicking and choosing size map. On size map window you will see both storage and runtime data references.
Interface doesn't require any casting since it calls that function if its implemented on that class, if it doesn't implemented nothing happens.
It all depends on the project and what you are doing, sometimes being slower or faster doesn't matter that much.
Hi everyone I am looking at tutorials on BP Interfaces and I am just wondering which is faster in terms of engine overhead Casting or Interfaces?
Something
there is a post in the forums asking this I think its good to read
"Kind of already stated - but a huge benefit of interfaces over casting is the decoupling of dependencies it provides.
A lot of casting can result in a hierarchy of dependencies that must be resolved when that asset is loaded. This directly impacts load times and memory footprints.
....
....
"
it really depends tho XD
Yea it's one of the ways to decouple your classes. You can also bind your character events to animbp events to reduce coupling.
You can think an interface like "use" button on games. Every object behaves different on use. Using TV opens or closes it, using lamp enables light, using a vehicle makes your character to enter inside. It does require to implement for each object.
interesting, I was under the impression that behind the scenes the interface call would effectively do (MyInterface)blah->functionCall()... although I have no idea if that even makes sense in C++, I'm super rusty lol
The way BPs handle interfaces is pretty weird.
It probably does do the cast, but maybe not.
it's also very good to use interfaces in inheritance trees where you have b,c,d,e classes inherited from a class and needs different operations on function call. you dont need to cast your object to each to find which function you should call.
so for your question it's better to bind your events on character to animbp events or using interfaces. casting to your character and calling specific event makes your animbp fully coupled to your specific character class. with other ways you can use your animbp with any character or enemy
^ thats what I would do as well
Yeah nice totally seems the way to go then
i appreciate the speed of working with blueprint but i always find myself having to write everything out in c++/pseudocode before hand to really lay out things properly in blueprint. guess im just conditioned to writing lines of code
Hey, guys, does anyone know a way to copy/paste the location and rotation of an object in the scene to another in the editor?
Seriously though ... i'm going to have to submit a PR to add a hotkey to the reroute node
scrap that
you can add it yourself
awesome!
or you can just double click on the node line
yeah but the issue is
you have to have the spline in place first
yuck no thanks let me drive
be way faster to letter click
which i can now do anyway by adding it to the ini
also added print string
@remote roost BP are cool but not for everything, these past months I have been sharing this with people who make everything in BP
https://youtu.be/2edoacF53F0?t=1201
This practical discussion led by Senior Dev Rel Tech Artist Zak Parrish presents an overview of common issues that arise during a studioβs first six months on a UE4 project, focusing on solutions. Topics include general best practices, optimization guidelines, and how to av...
faster iteration is the key there
You can always develop something entirely in bp and then fill it in with cpp later
i've been using UE4 for a long time and i'm quite well versed in C++
a lot of clients want blueprint only work though so i train with blueprint a lot more
i havent had a single client ask me for C++ work actually
its not very popular among indie devs
I understand that, you mentioned before that you lay it out in C++ before making it BP, thats why Im showing you that video.
great day guys
in Advanced Steam Session im getting 9,999ms Ping
how can i fix this issue ?
get better internet π
i already have good internet for this lobby
and im connecting 2 pcs on the same internet so the ping must be 10 or less
and when im sending the game to my friend on other country we cant see our lobby
Ok now I got it
" Because normal steam lobbies don't support pinging, you have to manually ping them. Dedicated servers on the other hand DO return the ping in steam. "
@remote roost Basically that part of the video shows why clients shouldn't want everything in BP, and thats one of the reasons I have been sharing that video with a lot of people, people say stuff like "but Fortnite uses BP" but they don't understand that Fortnite doesn't use it in the way they think its used..
humbug build your entire game in bps and nativize it
unless of course its a mobile game
then dont
I rather properly write in C++ tho and leave in BP things that make sense to be BP
is 4.24 buggy and crashes often for anyone else?
I'm not having issues but some people have mentioned problems, serhatergen mentioned some weird issues.
my window keeps shaking on the new version?
and many black screens
never had this before with older versions
drivers were mentioned before so make sure you have the latest driver for your GPU and verify your installation.
other than that I'm not sure about the proper way to fix that kind of issue, I usually have a backup of the project before updating to avoid problems
but if you continue to have these issues report it in the forums and someone more knowledge might be able to help, also other people might be experiencing the same.
thank you, ill have a look
let me know if these starting steps can fix it, Im also curious to why of those bugs
ill try verifying and updating drivers as I think they are a little outdated but not that much
hello , it's hard to turn a singeplayer game in a co op one ?
how do you import fonts ?
@fierce forge Not at all, once you understand how replication works π
@austere scroll https://docs.unrealengine.com/en-US/Engine/UMG/UserGuide/Fonts/HowTo/ImportingFonts/index.html
This how-to will guide you through importing your Font assets for use in Unreal Engine 4.
thx π
@fierce forge That's the spirit!
π
hi everybody
i came here to ask you something
so i tried packaging my project
a few times
but i managed to fix something and this error came right after
this is the log
what do i have to do to fix this cook failed error
because the hit actor isn't a thirdpersoncharacter
Im shooting a thirdpersoncharacter though
well you're not hitting one
that video is pointless - if the cast is failing, you are not hitting a thirdpersoncharacter
have you considered checking what you are hitting?
Ill try that now
ah, there we go, yes, you're not hitting your character, you're hitting something in the background
Weird, its hitting the landscape
Do I need to add some sort of collision to the player
I would assume the player already has collision
the problem is almost certainly your trace
ignore self should be there
didnt work
you have a problem between your trace and your collision somewhere, you're just going to have to debug it
you try putting a print on that hitactor, to see wtf it's hitting?
you have a problem between your trace and your collision somewhere - you already know what the problem is, you need to work out where it is
like, where actually is the player collision? are the collision channels set up properly? etc
collision channels, yeah, classic
@timid jacinth use a software called lightshot for screenshots its muchbetter
ok so i tried something but didnt work
ew lightshot
@patent jolt: it's in the log;
UATHelper: Packaging (Windows (64-bit)): CookResults: Error: Couldn't save package, filename is too long: F:/Unreal Engine Projects/PlayerBuildSystem/Saved/Cooked/WindowsNoEditor/PlayerBuildSystem/Content/Marvelmaster_infinite_reactive_water/ThirdPersonBP/Mannequin/Character/Materials/MaterialLayers/ML_Plastic_Shiny_Beige_LOGO.uasset
so i have to move it somewhere else
you need shorter file paths
any idea guys? sockets that I add in 3dsmax are always offset by some random values when imported in UE
what do you mean by sockets?
mesh sockets
aren't UE4's sockets different from DCC sockets?
@tulip helm you can add them in DCC per the documentation (named SOCKET_name) and link them to the mesh
and it works
but they're always offset
i thought UE4's sockets are derived from the rig of an asset. Cool thx! @uncut vigil
I use blender only. Lots of issues happen if scale isn't applied. Might that be possible with yours?
hmm the scale is fine and they're close to the correct position but in the wrong place
reimporting the same fbx in 3dsmax shows them fine
so it's something with UE I imagine
i assume u already tried navigating the import dialog for some related checkbox, yeah?
yeah I tried
like "[] auto-eff imported sockets"
can the new skyatmosphere be used for dynamic day/night cycles?
by default, it supports that I believe. I just messed with it for a couple minutes. Moving the sun around changed the environmental lighting (default skybox color and stuff) globally.
This only applies damage when called by the server
So when I shoot the player while im the server it kills them but if im the client it doesnt kill them
nvm got it to work
had to cast
So i have this actor that has meshes. When i change number it changes mesh that it shows but problem is that i have to do set visibility, set visibility to every fk mesh manually. Is there way to do it so that it sets one mesh visible and others invisible without million different SET VISIBILITY notes
holy spaghetti
Lol
And there is coming more and more these meshes that i have to do this so is there way to like put targets to like "target branch"
there notes will dublicate in day if i dont do something
so i have this bullet FBX model, with it came its texture but in a SPP file format . it wont import it and wont turn it into a jpg
idk how to , can you help me ?
@regal yoke You must be able to put that into a loop. Screen resolution is too low to see exactly what you're changing, but I'd bet/hope there's a way you could change some of those objects into arrays and loop them.
does this work too?
it puts everything else invisible and then shows matador spaceship
No idea how the actor is set up just by looking at the nodes.
It's not gonna do anything without connecting the beginning to something. Once you connect that first one, since the first set visibility has nothing specified, it'll set the root/base object (self) of the blueprint it's in to invisible, and then set whatever Matador is to visible.
π
I'm not sure if set visibility works on children. Like if you set the parent invisible it'll set all the children invisible. I know collision works like that though. If you disable collision on the parent it'll disable collision for all collision on the children.
So blueprint works
but it doesnt work in unreal engines opinion
what did i do wrong
read the error message. says you're trying to get something from nothing in that get_array node.
The collision on children thing is a little more strange than that.
I was afraid someone was gonna say something like that.
That was what i concluded after encountering some collision issues.
help to fix
I think the main takeaway is, if the parent component's collision settings don't block a specific collision type, none of the children can either even if they're supposed to block.
A cool. That's not strange. You just mean it's a channel/trace-specific thing, yeah?
Overlaps will fire regardless of the parent's response, I think.
ah
Yeah, just block stuff. It's actually pretty annoying. I think it's why some games have problems with players being able to clip through walls (through vehicles).
gtk. i thought it was the same issue with overlaps. i'll be cautious when i get back around to collision. thx for the clarification! not many had talked about that stuff when i ran into issues about 1.5 years ago.
@regal yoke No idea what the problem is or what you're trying to do. But i suggest you look into changing most of that stuff into arrays to make it more manageable.
i need help with setting up a healthbar
in game it shows it as if ive lost all my health when i start the game
even though it should show it as full
Is there a way to debug tessellation? I'm using it on a landscape which doesn't seem to work, but I use the same logic & properties (almost same nodes) on a simple plane and it does work
is there a way i can do abort self only if both decorators are no longer true instead of if only one of them?
hey boiz, the free content on marketplace comming on the tuesday?
help my healthbar in game is shown as if i have 0 health
even though nothing has happend to bring my health down
@coral talon I believe so. They said the first Tuesday of every month.
@stark marsh Where's your UI BP. Are you sure you set the health variable to 1 and that same health variable is bound to the health bar.
The rotation of an object in combination with a find look at node is wrong. It is rotated by 90 degrees in the wrong direction. How can I fix this?
Or can I rotate an object without changing the rotation value?
Is there a convention or prefered way to name the actors in the level?
guys on 3d sidescroller whats the defualt name for the firs tlevel?
oh its side scroller exampel map
This happens with use controller rotation yaw
When i move left, back or right
How do i make it smooth?
@stark marsh string to text converter
hello , why i can't see any widget in standalone ?
How did you make it? @fierce forge
Inside the PC or Pawn? Are you spawning in the right pawn when you start the game standalone?
Many more questions before anyone can awnser your 1 question :)
ive got a fire obstacle in my game that damages the player but i want to make some sort of power up thats makes it so he cant get hurt by it for a short amount of time, does anyone know how i could do this?
@whole quarry it is inside character
So are you spawning that character BP ?
it is in game mode
bp
and i use this game mode base in this level
i can see the widget in viewport but not in standalone
Isnβt game mode server side only?
i'm talking about this :
And you set that GM in the level settings?
Hi mates! π Does anyone know how I get Permission to post in the Jobs Section? π
yes
Is the game starting with that level?
yes
You sure?
very sure
Yeah itβs server side only. Thereβs your problem
Did you set that level in the game project settings?
@fiery scroll Talk to the UnrealBot to post in that section
yes
Server doesnβt update client side unless you tell it to
what server ?
Exactly
?
Donβt use game mode
For character hud? Set it in the character bp
I think you just message him work to post in the #looking-for-work section and type talentto post in the #looking-for-talent section. @fiery scroll
Okay - got it thanks Sebb - I have to PM my Job add to the Bott. I read the Pinned Message for the channel.
Still needs to have a pawn
Thanks for the help Sebb π much appreciated!
Np!
Otherwise it will never receive input
are you spawning the correct pawn in-game @fierce forge? sorry it would help if you could explain what you've already tried, bugfixing is like that
Gamer Liber again, game mode does not run on the computers with the widgets and ui.
So you've got to do thoses sorts of things as replicated outside of it
so , i have a level , in this level i have a character , in character bp is this , why is this not working ?
is it working just on viewport
not on standalone
I think what they are saying @fierce forge is that when you run UE4 in game mode, it simulates the game as a serverside client, not a player client
they are not the same
the you have the server creating and adding the HUD, but not replicating that event to the clients, you're not going to see anything
this is what i see on viewport after pressing enter :
see the "replication" settings toward the bottom of certain elements?
you're gonna have to play with those
yes
I'm not a good multiplayer dev yet though so I can't help beyond that
this is not a mp game
yes but UE4 still treats all games as having server/client functionality
More importantly, you really need to understand the difference between client side and server side if youβre going this route
so , i changed the replication and not working
gamer liber, you are checking the log file in the packaged game yeah?
if your running standalone, it is packed likely in your saved folder
when stuff just doesn't work there is usually a log message about it
i got the log
where was it?
in saved
i think i finded the problem
[2020.01.04-12.15.51:049][ 0]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
don't think that's it. You want to find the logs folder of the standalone
ok
if it was in Saved/Logs that should be the editor
ok
I cannot remember the name of the packaged builds dir in saved atm
it wouldn't be one of these folders in Saved. Do you have more folders than these folders?
are there any folder names that don't appear there in my picture? It could be Builds
hm okay
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/20451-where-are-the-logs-for-play-in-standalone-mode-located looks like it would be in the Saved/Logs folder for the standalone logs
any of your log files have Win64 in them?
nope
when i open standalone it is renaming
and it is named myproject11_2
and if i open in viewport it is named myproject11
yeah i guess just read through all logs that are very recent
it will take 10 days π
that many errors?
interpreter manually written in assembly