#ue4-general

1 messages Β· Page 613 of 1

manic pawn
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luajit takes 45ms with jit on and 160ms with jit off

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so our first vm is getting close to their br_galaxy_brain interpreter manually written in assembly

lapis vine
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Yeah, well consider theirs more versatile/proven in practice? With awful syntax.

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... and language.

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bleah

manic pawn
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it's for an in game visual script language actually

lapis vine
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They also have no ints? If I remember correctly, so they might as well sum floats here, lol

manic pawn
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and making this thing is very fun

lapis vine
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Fun has no price, go wild πŸ’ͺ

manic pawn
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I've not yet found anything that is faster than the luajit interpreter

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anything actually using jit doesn't count

lapis vine
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Its precompiler to C or what btw?

manic pawn
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it's a vm

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the game generates byte code and executes it

lapis vine
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Hmm...

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I see... Was writing before years something along the lines.

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But it was full instruction set simulator.

manic pawn
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currently the ui part of it doesn't exist, so we made up this br_big_brain assembly language to test the vm

lapis vine
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Polish notation... Well, its kinda expected that yours is fast as its all cached. Likely the others do many other stuff in general.

manic pawn
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yeah

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it builds a stack frame for the function much like a real compiler would with all the locals in it

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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

lapis vine
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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 πŸ™‚

manic pawn
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the ui in game will look somewhat similar to scratch so people should be able to easily pick it up

lapis vine
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Huh? Scratch, wtf is that? Guess I'm no UI dev, lol

manic pawn
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no one will see how much we over engineered it behind the scenes :(

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guess people will notice when you can do an unreasonable amount of stuff without dropping your fps

lapis vine
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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.

manic pawn
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luajit interpreter actually generates fairly similar instructions for the vm

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but they have fixed variable slots and slightly more efficient code

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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"

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have plans for this to efficiently read/write fields on objects like players aswell

lapis vine
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You need no convincing πŸ˜„

manic pawn
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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

lapis vine
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Man... could be that... Could be that everybody else is doing it wrong?!

manic pawn
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luajit at the very least is doing it even better br_thinking

civic otter
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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?

manic pawn
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assuming you currently have literally one mesh, splitting the map into smaller meshes will improve culling efficiency significantly

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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

civic otter
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Yeah I'm definitely using material instancing.

dim merlin
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anyone knows its possible to update a runtime virtual texture at runtime? (thats not why its called 'runtime' i guess)?

manic pawn
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it is, that's the whole point

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it is generated/cached at runtime

timber minnow
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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

alpine zephyr
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for shader compiling, multithreading or performance per thread ?

dim merlin
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@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

forest tree
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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?

fallen marten
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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

forest tree
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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

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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

fallen marten
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The use child anim bps where you can use the logic but swap out animations in each state machine to suit your skel

forest tree
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That is only within one single skeleton, not multiple different ones.

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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.

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I just feel like I'm missing something here. This can't be a problem only I am facing.

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Have got to be people out there who have the same issue, and are managing it somehow.

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If I have to duplicate them it's going to lead to an unmaintainable mess of unique statemachines that all do the same thing

fallen marten
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I dont quite follow what you are trying to achieve

forest tree
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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

fallen marten
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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

forest tree
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Wait, you have different skeletons using the same animation blueprint?

fallen marten
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Yep - hence using retargeted anim bps

forest tree
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duplicate retarget to the new skel you want to use
This gives them a copy, no?

fallen marten
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Yep

forest tree
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So not the same blueprint

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A copy

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lol @plush yew

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πŸ˜›

plush yew
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lol

fallen marten
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It's the same bp

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Lol ... It's ain't rocket science

forest tree
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But it's not the same if it's a copy.

plush yew
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Can anyone help me with lights in my project

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crap wrong channel

forest tree
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I mean @fallen marten , if it's a copy, and I edit the original, the duplicate is not modified

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Which is what I want

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Imagine I have 20 skeletons, 20 animation state machines

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Now I want to update one thing

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But I have to update it 20 times

fallen marten
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Then use a child anim BP, and just modify the master

forest tree
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Yeah but you can't use a child anim BP with different skeletons AFAIK

fallen marten
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The master will update all the children

forest tree
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It needs to be the same skeleton

wary wave
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I think you're going to need different anim BPs

fallen marten
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You can retarget a child BP to your skel

real pasture
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Question, has anyone here done the Learning Path on the Unreal website?

fallen marten
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And it'll still get updated by the master. It's simple inheritance

wary wave
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since they're different skeletons, and different animations, they're technically totally different even if the BP graph is the same

forest tree
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Original Anim BP -> Child it -> Retarget it -> Update parent -> Child is updated?

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Like that?

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@wary wave That was what I was thinking too 😦

fallen marten
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Well try it and see. It'll either work or it won't

plush yew
fallen marten
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And yes that pattern is how it works. Change the master, the child updates

plush yew
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lights are bright here

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But when i play the scene

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dark af

fallen marten
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Hmm

plush yew
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The BP

fallen marten
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Set it with a hard value instead of the timeline and see if it gets brighter

plush yew
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The timeline is used to make the lights flash

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(Police car)

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i assume

fallen marten
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Yeah, maybe the timeline isn't setting a high enough value

forest tree
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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.

plush yew
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yea when i removed it the lights where bright

forest tree
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So you end up with 2 parents (one for the original skeleton, one for the new), and a child based on the copy.

plush yew
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With it removed

fallen marten
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Open your timeline and set a higher value

plush yew
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its locked

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i cant find where to edit it

fallen marten
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Stop simulating

plush yew
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?

fallen marten
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Your pic has simulating on it. Press the stop button

plush yew
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i know

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before i hook it up

fallen marten
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Lol ok... Then I have no idea why it's locked

plush yew
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after

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i wanna cry : (

fallen marten
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Make a new timeline

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And set your own values

plush yew
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I'm confused

fallen marten
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@forest tree sorry that didn't work, I'll look into it for you

plush yew
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i fixed it

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YAAAA

fallen marten
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Nice work man πŸ‘

plush yew
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i had to drag them up

fallen marten
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Yep thought so

plush yew
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Thanks for your help

fallen marten
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Anytime bud πŸ™‚

civic otter
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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.

forest tree
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Np, thanks @fallen marten

plush yew
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Dude

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beautiful

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πŸ‘Œ

fallen marten
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@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

plush yew
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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?

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If the video doesn't move, try to download a local copy and play it

fallen marten
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Hmm not something I've tried yet. I'll have a think about it

wary wave
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procedural mesh is probably the most sensible solution

plush yew
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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...

wary wave
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you'd still need a way to visualise the EQS results

plush yew
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This is my code. I'm using a timeline on a camera for panning left and right

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If anyone can give me feedback on the actual video that would be great

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for some reason the video doesn't play in the browser, but plays fine as a Local downloaded copy

civic otter
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@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.

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Messing with precomputed visibility currently to see if that helps.

fallen marten
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Perhaps each floor level could be streamed

plush yew
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@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

civic otter
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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

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My specs are not amazing, but I have a gtx 1070, a competent-ish cpu, and 16gb ram.

fallen marten
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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

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Also try to set low quality shadows

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Basically nerf it all

plush yew
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@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

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Once again thank you @fallen marten

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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

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just stream them in as you approach the stairway to either floor

civic otter
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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.

wary wave
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given the size of the level, streaming is probably not going to gain much tbh, except for hitching anyway

plush yew
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Although camera frustum should also take care of a lot of culling, So I may be wrong....

wary wave
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not unless you're expecting very high res lightmaps

civic otter
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I'd like to have decent resolution lightmaps. I eventually want to implement ray tracing into the project as well

wary wave
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well, it's one or the other

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you can't have both

civic otter
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I'd like there to be the ability for the player to choose which version of the game to play.

wary wave
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it would have to be two different levels

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one with lightmaps and one without

civic otter
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That's fine

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That's not a problem for me

wary wave
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that could be a streaming level

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not sure what the performance impact is of having RTX enabled but no dynamic lights

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I suspect negligible, though it would still probably require RTX hardware

civic otter
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I'm going to try building the lighting and just see if that helps for the time being.

plush yew
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Like Confucius says (πŸ˜„ ), Try Static lighting if not already

civic otter
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Yeah I'm going to look into that.

grave nebula
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@plush yew Stencil shadows are generally the most sensible solution, where procedural mesh stops being viable.

plush yew
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@grave nebula Awesome , thanks!

plush yew
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hey

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can some one please show me the best car games asset for ue4 ?

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Hhi folks: Im curious, whats the approved / more or less production ready solution for exporting assets from blender to UE4?

arctic notch
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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 ❀️

hearty walrus
hearty walrus
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w/ ray tracing

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down to 3k now

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1k

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compiled!

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Also, can I insert a character from another file w/ properties from said character, e.g. GUIs into another scene? If so, how?

midnight gate
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how to play particle effect when on hit collision actor ue4

halcyon crystal
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Guys! Does anyone know how to fix overdraw issues when it comes to foliage rendering?

rotund scroll
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maybe merge actors? dunno

fierce tulip
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use masked instead of transparency, cut away anything mesh thats not visible trough masking.

steep ferry
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@midnight gate Oh hey

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after your character gets hit or whatever

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just add node called

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spawn emmiter at location

midnight gate
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yes thank you it worked

dim merlin
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So guys, runtime virutal textures says it runtime, but why cant the actor be movable ?

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its cached at begin play or so?

wary wave
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presumably because it's tied to the world coordinate system

dim merlin
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its movable with any setting? would be a great thing

wary wave
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I doubt it can be moved

dim merlin
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yeah, me2

wary wave
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if it were to be moved, anything drawn to it from other actors would now be incorrect

dim merlin
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i think its cached right?

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actually trying to invent a road tool (spline decal) using RVT

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(at runtime)

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😐

timid jacinth
slender mist
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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

verbal oar
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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.?

timid jacinth
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@slender mist

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If the shading model is unlit then it wont have lighting

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Make the shading model something else

slender mist
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i dont want it to have lighting, thats the point

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but it still looks lighter than it should be

honest vale
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modify the material's brightness

slender mist
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how do I do that?

verbal oar
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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.

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or the hand (pickup)

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io'm guessing the directional light is too bright

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or masterial isnt setup for something

slender mist
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i actually deleted everything light-related from the world and it still looks like that

halcyon crystal
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@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.

honest vale
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@slender mist multiply the colour output by something lower than 1

timid jacinth
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This always prints 0

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Why?

normal burrow
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Health isn’t a thing until you add it

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Believe your are supposed to return health loss after armor or whatever

timid jacinth
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I made a float for it in my player

normal burrow
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Then you need to deduct from it inside overwrite of applydamage

timid jacinth
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yeah but

normal burrow
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And return the health loss

timid jacinth
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the damage always returns 0

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In this

normal burrow
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Is apply damage something you can override in functions list?

timid jacinth
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Ill handle it on my player

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See if it works

normal burrow
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That’s where the health changes should happen

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Inside that function overwrite

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Otherwise every take damage node would include a subtraction you’d require (immediately following them)

timid jacinth
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yeah thanks

hidden aurora
normal burrow
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Long time

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You can even drag multiple things to targets

plush yew
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paid steam submission fee today

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turns out my keyboard decided to give up

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and forgot my boiler for 6 hours

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1 good 2 bads,sounds like my life

open eagle
normal burrow
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There is nothing there from you

open eagle
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there is now

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now

regal yoke
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How do i change blueprints mesh inside the game

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Now i just use thing that changes visibility of meshes in that blueprint

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but there is so much meshes now and its starting to take much time to do this

open eagle
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why is there a question mark on all my assets for source control

wary wave
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could mean any number of things, hover over it and it will probably tell you more

hidden aurora
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oh nooooo my editor crashed

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I have to remake like 3 hours work fuck

exotic thicket
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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

hidden aurora
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Im fucking tired of crashes i lose loads of things

steep ferry
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Thats why you should use save all

jade hawk
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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.

steep ferry
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mastermind

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@jade hawk Maybe try to set the graphic settings to the ones that your game is working fine with

hidden aurora
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Crashed again

steep ferry
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Dude

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whatsup

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@hidden aurora

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maybe tell why it crashes or when it crashes

open eagle
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is there any way I can have 1 way transparency

steep ferry
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wdym @open eagle

jade hawk
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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.

open eagle
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@steep ferry I want to have my material be opaque on one side and be translucent on the other

steep ferry
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Oh damn

wary wing
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@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?

open eagle
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Like on a flattened cube or something

wary wing
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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?

slim sand
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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.

exotic thicket
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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

slim sand
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Alright, will do.

open eagle
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@wary wing Let me show you what scenario i'm in

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I want it to be harder to see the ocean floor from the top

wary wing
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Ah! So if you're looking directly down it should be more opaque than from an angle?

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Oh! I see

open eagle
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and make it easier to see outside from under the ocean

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the mesh is just a flattened cube

wary wing
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Oh I see ok

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Could you use two planes instead and put different materials on top from bottom?

open eagle
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I guess

wary wing
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Otherwise you can use the world normal to make a mask

plush yew
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How could I develop a Cross-Section plane to make invisible what is on the other side of a vertical plane?

mint sequoia
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I notice 'new content' on marketplace is a bit different.. only showing a very few items

regal yoke
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Is there way to add integer to name

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like name+ integer

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i need it to open different levels

wary wing
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@plush yew Like an x-ray view kinda thing?

plush yew
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@wary wing like this

normal burrow
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CSG is the term you'd be looking for on google 4edu

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believe nothing like this is built in beyond the ancient and decrepit bsp support

wary wing
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Well it can subtract just fine, but you'd have to make your mesh with BSP and that doesn't seem practical

normal burrow
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bsp is basically on the way out though

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it doesn't rtx

wary wing
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It's there to mock out maps with these days

normal burrow
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its pretty much the most broken and unmaintained thing though. Only brought it up because it seemed relevant, but would never recommend using it

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the normals it makes on hit results are frustratingly bad

wary wing
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@plush yew I think you can probably do something similar to that with a masked material and maybe the stencil buffer

normal burrow
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I am a person that would love to see a better bsp editor in ue4 though

wary wing
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I miss the days when BSP was a first class feature heh... but that was UE2, not so much 4

normal burrow
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ikr? we old haha

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placing models everywhere seems imprecise and without portals lol

wary wing
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I could actually make geometry back then hah

normal burrow
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word, times change

wary wing
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Indeed they do

plush yew
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ok thanks!! πŸ™‚

wary wing
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The new static mesh editor seems to be trying to emulate those heady times for us, but with meshes instead of BSP blocks

normal burrow
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@dim plover mentioned that to me earlier too, I've not looked at it, but any csg features would be well welcomed

wary wing
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I have heard that it supports the same sorts of operations as we have for BSP, though I haven't tried it myself yet

gilded lichen
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Hello, how would I lock a object's location but not its rotation?

normal burrow
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is it a physics simulated thing?

gilded lichen
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no

normal burrow
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are you the one moving it? or what moves it uncontrollably that you'd need to lock it?

gilded lichen
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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)

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like this

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but a large bar on one side

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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

abstract relic
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That’s definitely a job for physic simulation

normal burrow
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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?

abstract relic
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Going to assume the bar just needs a interaction function

upper heart
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Why does only gamepad input have to be multiplied by delta time and not mouse input?

exotic thicket
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I think mouse input is usually treated as an absolute value?

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It probably depends somewhat on what you're doing

upper heart
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Just basic fps controls of a character. Looking up/down and side to side

normal burrow
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think of how you have to hold a joystick to the direction erebel

exotic thicket
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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

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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

upper heart
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Yeah that makes sense πŸ™‚

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Thank you

steep ferry
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Hey guys i wanted to ask for fix for my problem

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its the particles , well currently my smoke particles are full bright and act like unlit when i'd want them to react to lighting

upper heart
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Is the material you have applied to the particle unlit?

steep ferry
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I'll check it out

upper heart
steep ferry
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its default lit

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and its still like that

upper heart
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Are you sure the particle system isn't using multiple materials?

steep ferry
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Well im closely checking that is every material default lit

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Well every material in my particle emmiter is set to default lit :/

upper heart
#

Can you post a screenshot of the particle system?

digital anchor
#

and using base color - not emissive

upper heart
#

And the material?

steep ferry
#

yes of course

upper heart
#

The brightness you are seeing is emissive

normal burrow
#

@gilded lichen how far are you on it?

steep ferry
#

@upper heart So i need to change the particle system from emmisive?

#

I mean material-

upper heart
#

Yeah, hook the emissive into base color instead

steep ferry
#

Oh alrighty

#

i'll try

gilded lichen
#

I've not started just thinking on how to do it

steep ferry
#

@upper heart Hello, thank you for your help! Everything works fine now

upper heart
#

No problem πŸ™‚

fierce forge
#

hello when i launch a standalone game in ue4 the game look different , it's not like in viewport , that's in viewport :

#

and i can't move or do anything

steep ferry
#

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

fierce forge
#

i don't have any error

#

and in standalone the camera is in the wrong location

steep ferry
#

Hmm

#

weird

fierce forge
#

😦

upper heart
#

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

hoary socket
#

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...

regal yoke
#

how to rotate actor to specific point

#

this lerp stuff is not working

#

it glitches

fierce forge
#

@upper heart i just restarted the project and now work , tnx anyway

open eagle
#

can anyone help me with this replication problem

normal burrow
open eagle
#

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

#

When I equip a weapon, I can see that I have equipped it but others can not

upper heart
#

PlayerController's don't exist for simulated proxies

open eagle
#

So where should I put the pickup logic

#

Wont server RPCs get dropped if they get called on an actor they do not own

upper heart
#

Character would suffice

fallen scarab
#

Hey guys, can you give a name of a method that gets executed once per frame (UE4)?

versed spear
#

Like event tick?

plush yew
#

Can somebody help me with this problem: When I open a new material the "compiling shaders" is not working

lusty flame
next badger
#

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

prisma spindle
#

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?

plush yew
#

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

next badger
#

well, that happens, you may try to restart

stark marsh
#

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

plush yew
#

@next badger i did already 10 times

#

Not working

#

And I cant found a solution

paper dust
#

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?

digital anchor
#

yep

noble barn
#

How do I apply the subtractive brush to a bsp mesh

kindred viper
#

you export the bsp you already have as a static mesh, then import it into Blender, then model it properly πŸ˜‰ Seriously though there should be a button for it on the modes panel I think?

scarlet birch
#

subtractive brushes depend on brush order.

#

You should be able to right click it and select make static mesh

noble barn
#

that didn't work like I expected

#

I guess I'll merge everything, export it to blender and do all the Boolean there

scarlet birch
#

What's the issue?

noble barn
#

it just disappeared when I converted to static mesh

scarlet birch
#

you might have to select both brushes when you do it.

noble barn
#

I'm already past that lol

scarlet birch
#

I don't recall exactly. Brush order was always the issue whenever I had problems with it.

gilded lichen
#

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?

digital anchor
#

that the pointer points to something, and that something is not being destroyed

#

a pointer can also points to nothing, nullptr

gilded lichen
#

Im confused about the node Inverse Transform location?

#

as the tooltip just confuses me more

pseudo grotto
#

Good, to send a question related to lighting, which topic is better?

digital anchor
#

blue is (1,0) in local space (but 3,4 in world space), purple is (1,0) in world space

runic iron
digital anchor
#

transform location and inverse transform location can change the coordinates between one and another, with i.e players transform

pseudo grotto
#

okey! Thanks @runic iron

rancid lynx
#

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 ?

fervent sigil
#

Anyone ever had an issue where after saving a level it still has an asterisk next to it, showing it has pending changes?

abstract relic
#

I can link you blender’s official server maybe-possibly-probably get an infraction for it

normal burrow
#

hard to say lol

abstract relic
#

I wish I had the power to mind read too

normal burrow
#

It would help with a lot of the questions lol

fierce forge
stark marsh
#

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?

pliant yoke
#

@fierce forge looks like your foliage is floating above the surface of the terrain

#

did you try adjusting the Z placement offset

fierce forge
#

no

#

the mesh is transforming

#

if is so far

#

what i can do ?

fervent sigil
#

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?

stark marsh
#

Could anyone help me with the death system?

plush yew
#

@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 πŸ™‚

#

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

stark marsh
#

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

plush yew
#

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

exotic thicket
#

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

dim plover
#

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.

exotic thicket
#

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!

plain tinsel
#

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

plain tinsel
#

lol

exotic thicket
#

@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

dim plover
#

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.

exotic thicket
#

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

dim plover
#

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;
exotic thicket
#

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

dim plover
#

Maybe set the object you're holding to have no collision. That's probably pushing you back.
If not, 🀷 .

exotic thicket
#

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

jolly stratus
#

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?

gray jetty
#

heyo

#

can someone teach me unreal engine overall im trying to make a fps survival game

plush yew
#

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...

β–Ά Play video
exotic thicket
#

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... 🀦

civic otter
#

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.

fallen marten
#

@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.

exotic thicket
#

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

forest totem
#

I have a problem with my editor. after rotating an object the pivot does not rotate with the object. before it rotated.

fallen marten
#

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

exotic thicket
#

yeah in my case I want the player to have some control over the held item so currently it just follows your crosshair around :)

fallen marten
#

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

dim plover
#

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.

exotic thicket
#

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

fallen marten
#

Yeah you just parent it to whatever you want

ornate forge
#

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

plush yew
#

This square shit keeps forcing me to restart the editor as I can not remove it.

#

I know not how it even triggers.

dim plover
#

Drag a tab over it.
It's from relocating a tab over an area and the UI didn't remove itself.

plush yew
#

Wow. That worked fast. Weird. Epic needs to fix this.

dim plover
#

It's been like this for a long time and will probably never be fixed. It's not really a meaningful issue.

normal burrow
#

never ran into that, wonder what causes it

dim plover
#

Really? It's pretty common. It's just from dragging a tab over things. Maybe if you really quickly hover-drag over several windows.

autumn elbow
#

Im so confused with how UMG works

dim plover
#

What part? Maybe try Slate then πŸ˜‚.

autumn elbow
#

i set the resolution to 1920x1080... and it shows as a super small squre

#

am i missing something ?

dim plover
#

Can I see the properties on the Size Box?

autumn elbow
#

it does the same thing with a canvas panel. So i decided to try sizebox

next current
#

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?

exotic thicket
#

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

plush yew
#

@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

autumn elbow
#

@dim plover i fixed it! Silly me.. i didnt scale the main hud widget to content lol

red schooner
#

Is there a way to create a page to change game keybinds

sturdy schooner
#

hey guys, can anyone else confirm (or deny) that traces cannot hit GeometryCache assets?

lyric canopy
#

Released a game that was in the top releases on steam of 2019 ama

fickle warren
plush yew
#

@fickle warren over VPN?

fickle warren
#

Nope

#

Just downloaded the epicgamestore client and tried to log in

plush yew
#

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

fickle warren
#

alright, thanks

#

bit weird that this is a thing

plush yew
#

other possible explanations: are you are in an Internet cafΓ©?

#

or in some unfortunate country that is notorious for spammers?

fickle warren
#

Nope. Home PC. No VPN.

plush yew
#

usually is just a built-in blacklist, that all the routers are using around the world

fickle warren
#

Could be the hacker thing but I have received no login attempts for my account.

plush yew
#

Yes, that too. But again there is a timeout, so just try again later

fickle warren
#

hmm, Steam is working so can't be a blacklist. I will try again later, thanks.

sturdy schooner
#

@lyric canopy are your parents proud

lyric canopy
#

Reasonably yeah. But Probably prouder of other accomplishments

sturdy schooner
#

yeah probably

#

man, my humors running dry. so, link to your game?

lyric canopy
#

full launching her in q1

sturdy schooner
#

lol i love the aliens motion tracker

lyric canopy
#

heavy inspiration

sturdy schooner
#

i actually worked on aliens colonial marines so im glad to see at least one motion tracker reached steams top lol

lyric canopy
#

Gearbox is a ten minute drive from me

sturdy schooner
#

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

lyric canopy
#

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

silk ivy
#

sorry to interrupt the conversation, what's the best channel to get some help on lighting bake?

sturdy schooner
#

haha thats awesome, i lived in seoul for like 5 years myself

plush yew
lyric canopy
#

Oh wow, small world. I was there 2.5 years. 2014- mid 2016

silk ivy
#

thx

lyric canopy
#

Banghwa, dongdaemun, gangdong

#

Met my wife there actually

#

5 years here this summer

#

fantastic country

exotic thicket
#

Some of those Steam reviews sound pretty rough, hope you guys get things sorted cos that looks kinda cool

dim arch
#

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]

plush yew
#

@dim arch Perhaps you can try to fully uninstall and reinstall?with a reboot in between?

gray jetty
#

how do you work with other people in the same UE4 project?

plush yew
#

@gray jetty Use source control, and have in place valid change control policies. I know, I answered like an engineer.:-)

gray jetty
#

i dont know what any of that is im extremely new to the engine

plush yew
#

@gray jetty My answer is not specific to the engine, is specific to working in a team

gray jetty
#

im trying to make a fps survival game but idk how to do anything lol

dim arch
#

@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 have used it before

plush yew
#

@gray jetty I already gave you some links for you to review and learn from a few hours ago

gray jetty
#

yeah but thats 3rd person and also i dont know C++

dim arch
#

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

gray jetty
#

yeah...

#

i wanted to look for a dude to go through and teach me at a decent pace

#

but yeah

dim arch
#

honestly all you need to know is available in the documentation + unreal youtube channel

#

it just requires effort

gray jetty
#

yeah true

full cradle
#

@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

gray jetty
#

yeah ok thanks

whole wave
#

hello all. anyone getting continous crash in 4.24 after stopping play session in bp editor? i googled but couldn't find anything

full cradle
#

I'm not having any issues like that

whole wave
#

actually it's not even a crash. editor stops responding :/ very weird

full cradle
#

it only happens when you stop in the bp editor?

#

does the same thing happen in other projects?

whole wave
#

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

full cradle
#

oh thats really weird, if you print something to the console does it continue to print after you quit playing?

whole wave
#

cant check that because editor also freezes and cant do anything :/

full cradle
#

its like the bp still running

whole wave
#

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

full cradle
#

I can see the stop button on top so it is running... strange

whole wave
full cradle
#

can you check windows task manager to see if the game is still running?

whole wave
#

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

full cradle
#

have you tried to verify?

whole wave
#

ohh i didn't, i'll do it now

#

thanks for your help btw

#

nice to see helpful people around

full cradle
#

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.

humble ridge
#

Anyone know if there is a way to get anim notifier events directly on a character bp

whole wave
#

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

humble ridge
#

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 ?

exotic thicket
#

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 :)

whole wave
#

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.

full cradle
#

It all depends on the project and what you are doing, sometimes being slower or faster doesn't matter that much.

#

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

whole wave
#

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.

exotic thicket
#

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

dim plover
#

The way BPs handle interfaces is pretty weird.
It probably does do the cast, but maybe not.

whole wave
#

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

full cradle
#

^ thats what I would do as well

humble ridge
#

Yeah nice totally seems the way to go then

remote roost
#

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

plush yew
#

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?

humble ridge
#

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!

remote roost
#

or you can just double click on the node line

humble ridge
#

yeah but the issue is

#

you have to have the spline in place first

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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

full cradle
#

@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 studio’s first six months on a UE4 project, focusing on solutions. Topics include general best practices, optimization guidelines, and how to av...

β–Ά Play video
humble ridge
#

faster iteration is the key there

#

You can always develop something entirely in bp and then fill it in with cpp later

remote roost
#

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

full cradle
#

I understand that, you mentioned before that you lay it out in C++ before making it BP, thats why Im showing you that video.

runic fern
#

great day guys
in Advanced Steam Session im getting 9,999ms Ping

#

how can i fix this issue ?

humble ridge
#

get better internet πŸ˜›

runic fern
#

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. "

full cradle
#

@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..

humble ridge
#

humbug build your entire game in bps and nativize it

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unless of course its a mobile game

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then dont

full cradle
#

I rather properly write in C++ tho and leave in BP things that make sense to be BP

atomic onyx
#

is 4.24 buggy and crashes often for anyone else?

full cradle
#

I'm not having issues but some people have mentioned problems, serhatergen mentioned some weird issues.

atomic onyx
#

my window keeps shaking on the new version?

#

and many black screens

#

never had this before with older versions

full cradle
#

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.

atomic onyx
#

thank you, ill have a look

full cradle
#

let me know if these starting steps can fix it, Im also curious to why of those bugs

atomic onyx
#

ill try verifying and updating drivers as I think they are a little outdated but not that much

fierce forge
#

hello , it's hard to turn a singeplayer game in a co op one ?

austere scroll
#

how do you import fonts ?

plush yew
#

@fierce forge Not at all, once you understand how replication works πŸ™‚

fierce forge
#

now i'm learning

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and it is easy

plush yew
austere scroll
#

thx πŸ˜„

plush yew
#

@fierce forge That's the spirit!

fierce forge
#

πŸ˜„

patent jolt
#

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

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what do i have to do to fix this cook failed error

timid jacinth
#

Why is this cast failing?

wary wave
#

because the hit actor isn't a thirdpersoncharacter

timid jacinth
#

Im shooting a thirdpersoncharacter though

wary wave
#

well you're not hitting one

wary wave
#

that video is pointless - if the cast is failing, you are not hitting a thirdpersoncharacter

timid jacinth
#

Traces right through the player

wary wave
#

have you considered checking what you are hitting?

timid jacinth
#

Ill try that now

wary wave
#

ah, there we go, yes, you're not hitting your character, you're hitting something in the background

timid jacinth
#

Weird, its hitting the landscape

#

Do I need to add some sort of collision to the player

wary wave
#

I would assume the player already has collision

timid jacinth
#

It does

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Its multiplayer btw

wary wave
#

the problem is almost certainly your trace

timid jacinth
#

ill try turning off ignore self

wary wave
#

ignore self should be there

timid jacinth
#

didnt work

wary wave
#

you have a problem between your trace and your collision somewhere, you're just going to have to debug it

tulip helm
#

you try putting a print on that hitactor, to see wtf it's hitting?

timid jacinth
#

Landscape

wary wave
#

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

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like, where actually is the player collision? are the collision channels set up properly? etc

timid jacinth
#

ohhh I got it

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Changed from pawn to block all

wary wave
#

collision channels, yeah, classic

austere scroll
#

@timid jacinth use a software called lightshot for screenshots its muchbetter

patent jolt
#

ok so i tried something but didnt work

timid jacinth
#

ew lightshot

patent jolt
#

what is wrong in this log?

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why can't i package my project

timid jacinth
#

Amazing

patent jolt
ocean wind
#

since when can you not plug a normal map into a translucent material anymore?

wary wave
#

@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

patent jolt
#

so i have to move it somewhere else

wary wave
#

you need shorter file paths

patent jolt
#

close to content folder

#

oh

#

ok

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thanks

uncut vigil
#

any idea guys? sockets that I add in 3dsmax are always offset by some random values when imported in UE

tulip helm
#

what do you mean by sockets?

wary wave
#

mesh sockets

tulip helm
#

aren't UE4's sockets different from DCC sockets?

uncut vigil
#

@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

tulip helm
#

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?

uncut vigil
#

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

tulip helm
#

i assume u already tried navigating the import dialog for some related checkbox, yeah?

uncut vigil
#

yeah I tried

tulip helm
#

like "[] auto-eff imported sockets"

shrewd gust
#

can the new skyatmosphere be used for dynamic day/night cycles?

tulip helm
#

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.

timid jacinth
#

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

regal yoke
#

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

timid jacinth
#

holy spaghetti

regal yoke
#

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"

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there notes will dublicate in day if i dont do something

austere scroll
#

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

regal yoke
#

πŸ†—

#

help me with this spagetti

austere scroll
#

idk how to , can you help me ?

regal yoke
#

no

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i dont know how to

#

rly

#

was it this easy

#

i can just put these to same

tulip helm
#

@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.

regal yoke
#

does this work too?

#

it puts everything else invisible and then shows matador spaceship

tulip helm
#

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.

regal yoke
#

OH SHIT SHERLOCK IT DOES NOTHING IF BEGINNING IS NOT CONNECTED

fallen elbow
#

πŸ‘€

tulip helm
#

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.

regal yoke
#

So blueprint works

#

but it doesnt work in unreal engines opinion

#

what did i do wrong

tulip helm
#

read the error message. says you're trying to get something from nothing in that get_array node.

dim plover
#

The collision on children thing is a little more strange than that.

tulip helm
#

I was afraid someone was gonna say something like that.

regal yoke
tulip helm
#

That was what i concluded after encountering some collision issues.

regal yoke
#

help to fix

dim plover
#

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.

tulip helm
#

A cool. That's not strange. You just mean it's a channel/trace-specific thing, yeah?

dim plover
#

Overlaps will fire regardless of the parent's response, I think.

tulip helm
#

ah

dim plover
#

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).

tulip helm
#

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.

regal yoke
#

Its working

#

i did "set static mesh"

#

much simpler solution

stark marsh
#

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

fervent sigil
#

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

plush yew
#

is there a way i can do abort self only if both decorators are no longer true instead of if only one of them?

coral talon
#

hey boiz, the free content on marketplace comming on the tuesday?

stark marsh
#

help my healthbar in game is shown as if i have 0 health

#

even though nothing has happend to bring my health down

tulip helm
#

@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.

stark marsh
#

its ok ive got it working now

#

my health float needed to be set 1 as defualt

tiny coyote
#

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?

plush yew
#

Is there a convention or prefered way to name the actors in the level?

stark marsh
#

guys on 3d sidescroller whats the defualt name for the firs tlevel?

#

oh its side scroller exampel map

timid jacinth
#

This happens with use controller rotation yaw

#

When i move left, back or right

#

How do i make it smooth?

stark marsh
#

does anyone know what this is called?

atomic forge
#

@stark marsh string to text converter

fierce forge
#

hello , why i can't see any widget in standalone ?

whole quarry
#

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 :)

stark marsh
#

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?

fierce forge
whole quarry
#

So are you spawning that character BP ?

fierce forge
#

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

abstract relic
#

Isn’t game mode server side only?

fierce forge
whole quarry
#

And you set that GM in the level settings?

fiery scroll
#

Hi mates! πŸ™‚ Does anyone know how I get Permission to post in the Jobs Section? πŸ™‚

fierce forge
#

yes

whole quarry
#

Is the game starting with that level?

fierce forge
#

yes

whole quarry
#

You sure?

fierce forge
#

very sure

abstract relic
#

Yeah it’s server side only. There’s your problem

fierce forge
#

?

#

what ?

whole quarry
#

Did you set that level in the game project settings?

spark sonnet
#

@fiery scroll Talk to the UnrealBot to post in that section

fierce forge
#

yes

abstract relic
#

Server doesn’t update client side unless you tell it to

fiery scroll
#

Ahh okay - thanks Sebb! πŸ˜‰

#

How do I do that please Sebb? πŸ˜„

#

lol

fierce forge
#

what server ?

abstract relic
#

Exactly

fierce forge
#

?

abstract relic
#

Don’t use game mode

fierce forge
#

what i need to use ?

#

without game mode i don't have the player

abstract relic
#

For character hud? Set it in the character bp

spark sonnet
fierce forge
#

πŸ€¦β€β™‚οΈ

#

i want to see a widget in standalone , what i need to do ?

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.

abstract relic
#

Still needs to have a pawn

fiery scroll
#

Thanks for the help Sebb πŸ™‚ much appreciated!

spark sonnet
#

Np!

abstract relic
#

Otherwise it will never receive input

fierce forge
#

i have

#

i can't see any type of widget

pliant yoke
#

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

normal burrow
#

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

fierce forge
#

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

pliant yoke
#

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

fierce forge
pliant yoke
#

see the "replication" settings toward the bottom of certain elements?

#

you're gonna have to play with those

fierce forge
#

yes

pliant yoke
#

I'm not a good multiplayer dev yet though so I can't help beyond that

fierce forge
#

this is not a mp game

pliant yoke
#

yes but UE4 still treats all games as having server/client functionality

abstract relic
#

More importantly, you really need to understand the difference between client side and server side if you’re going this route

fierce forge
#

so , i changed the replication and not working

normal burrow
#

gamer liber, you are checking the log file in the packaged game yeah?

fierce forge
#

i didn't package the game

#

i changed the replication now

#

?

normal burrow
#

if your running standalone, it is packed likely in your saved folder

fierce forge
#

ok

#

and ?

normal burrow
#

when stuff just doesn't work there is usually a log message about it

fierce forge
#

i got the log

normal burrow
#

where was it?

fierce forge
#

in saved

#

i think i finded the problem

#

[2020.01.04-12.15.51:049][ 0]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated

normal burrow
#

don't think that's it. You want to find the logs folder of the standalone

fierce forge
#

ok

normal burrow
#

if it was in Saved/Logs that should be the editor

fierce forge
#

ok

normal burrow
#

I cannot remember the name of the packaged builds dir in saved atm

fierce forge
#

documents ?

#

or what

normal burrow
#

it wouldn't be one of these folders in Saved. Do you have more folders than these folders?

fierce forge
#

i don't have nine

#

i have eight

#

it's ok

#

i don't have screenshots

normal burrow
#

are there any folder names that don't appear there in my picture? It could be Builds

#

hm okay

fierce forge
#

no

#

it's like in your image but without screenshots

normal burrow
#

any of your log files have Win64 in them?

fierce forge
#

nope

#

when i open standalone it is renaming

#

and it is named myproject11_2

#

and if i open in viewport it is named myproject11

normal burrow
#

yeah i guess just read through all logs that are very recent

fierce forge
#

it will take 10 days πŸ˜„

normal burrow
#

that many errors?

fierce forge
#

there's over 50000 lines

#

yes