#ue4-general

1 messages · Page 615 of 1

rotund scroll
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ah I see, thanks

vast fjord
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yeah just going back and installing the unreal plugin

normal burrow
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also, install everything else in the doc lol

vast fjord
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i got an sln file now

normal burrow
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now open it

stark marsh
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how would i switch my game from 3d sidescroller to something else

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like jsut normal third person game?

normal burrow
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and build like HighTide said with the top menu Build->Build solution

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then try and open the project once its finished. Do check if it had errors

stark marsh
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i want to switch my game to third person instead of a 3d sidescroller, how?

normal burrow
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this is entirely up to you on how

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if its just a matter of wanting to start with a new template and migrate your assets over, this is a thing you could do

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make the new project with third person template. then open the old project and right click on content in content browser and go to migrate

stark marsh
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how could i select everything and migrate them all over?

vast fjord
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thank you, it's working now

stark marsh
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help i dont know how to migrate all my asseets and code intoa new project?!

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oh i did it i think

normal burrow
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figured you'd get it lol

stark marsh
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my code doesnt work properly

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like i have things that hurt the player but they dont work now since all my variables are messed up

rotund scroll
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damn I can't seem to set bone location on a skeletal mesh

normal burrow
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how so Cranz?

rotund scroll
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there's no function for it

normal burrow
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have to use anim graph [Transform (Modify) Bone]

rotund scroll
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ah

scarlet birch
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If I have two different post processing material effects being applied to different parts of the screen using custom depth to determine which to use where, would it be better to use just one material or go ahead and use 2? I can see were doing it all in one might reduce overhead a little but it seems that 2 materials would be easier to manage.

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I'm leaning towards using one material with a parameter to choose whether it applies to areas of custom depth or areas without it.

rotund scroll
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@normal burrow while we're at it, relative bone joint location? per frame?

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pelvis drops now, IK still not functional

normal burrow
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the last thing on the right

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its the sink node

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the code evaluates from the sink node, out, then back in

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where actual modifications happen on the way back in.

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so if your ik is not functional after moving the bone

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make sure that your ik is running after the move bone on the way back

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modify bone -> line -> ik

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and

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you can pick 4 different transform spaces

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and select additive to pose or set to pose

harsh tiger
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why is my physical material returning default when the mesh that is been stepped on has a metal physical material?

normal burrow
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bone space means, in the space of the bone itself as the pose dictates
parent bone space is actual relative to the parent bone (what animations are authored in)
component space is in the space of the sekeltal mesh component
world space is what it sounds like

harsh tiger
scarlet birch
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meh, I'm just going to do this (unless someone offers a reason not to) since the materials are the same just different parameters.

rotund scroll
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@normal burrow right now it's locomotion -> bone transform (pelvis) -> IK (r, l) -> output pose

scarlet birch
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What kind of ik are you trying to setup?

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Just feet?

rotund scroll
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yeah

scarlet birch
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What do you have so far?

rotund scroll
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everything, except IK not working

scarlet birch
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is it a standard character?

rotund scroll
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yea

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scaled down character, but scale is accounted for

scarlet birch
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Can you share what you have? DM if you need.

rotund scroll
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this, but fixed the trace to be actually correct (so instead of getting arbitrarily signed lengths, I get positive lengths that are correct)

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trace hits fine

scarlet birch
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What's the issue?

rotund scroll
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I suspect the only difference is (and they don't show this) that I don't have the correct join locations

scarlet birch
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In mine I move the pelvis and change the capsule size depending on the offsets for the feet

rotund scroll
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yea I added pelvis movement now as well on the recommendation from someone else

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anyway the pelvis drop works, but the IK still doesn't function

scarlet birch
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What's wrong with it?

rotund scroll
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it just doesn't do anything

scarlet birch
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ah,

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The steps I'd follow are 1. Turn the traces debug draw on, to see if the traces are actually happening and the hits are where they should be.

rotund scroll
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they hit fine like I said

scarlet birch
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Sorry, I must have missed

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Can you show the animGraph

rotund scroll
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this but with locomotion state machine instead of the jumping jack animation

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and an added pelvis bone transform before the IK

scarlet birch
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The bone names are correct?

rotund scroll
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yes

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like I said I think it's the joint locations that aren't correct because it doesn't say how to get them correctly

scarlet birch
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ah ok

rotund scroll
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and I have no idea how to actually do that on a skeletal mesh

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it's apparently unhappy with get socket location each foot bone

scarlet birch
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It looks like that's what I use and it works

rotund scroll
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I found out I forgot to set the actual bone on the IK nodes

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so at least that's solved

scarlet birch
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Yeah, that's why I wanted to see a screen of it. Cool

rotund scroll
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now I just have to see why the values are wrong

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appreciate your assistance nonetheless

scarlet birch
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NP, I work with Ik a lot and had a few minutes

rotund scroll
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which is the right space for the joint target?

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world?

kindred viper
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my mouth. #fishlipped

scarlet birch
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As far as I know I use the world location of the hit

rotund scroll
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that's the effector location though?

scarlet birch
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Sorry, join target I believe is relative. I set it with offset values. You can also set it by moving the locator in the animBP preview window.

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I often use the animBP preview window to find the value I want and then set it to a variable since I use differnt values for differnt animations

rotund scroll
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@scarlet birch wouldn't you have to do that for each key in each animation though?

scarlet birch
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IF you need to maybe. I ussually find a value that works for each animation. IF you have it set differently for each key you could get it from the animation directly I guess.

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YOu could use a curve value if you need that much controll over it

rotund scroll
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I don't really need to go into that much detail; I think even per animation is a bit much. I'd have one per stance (standing/crouching)

scarlet birch
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Yeah, I only need a different one for wall cimbing / walking mostly]

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sometimes stealth

rotund scroll
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@scarlet birch also feel free to tell me why it's the x value of the effector that matters, not the z?

scarlet birch
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I ussually disable the update event, play the animation I want the effector location for in the AnimBP then move the effector with the locator in the preview window until it looks good. Then copy the value and set it to a variable.

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Sorry, busy and just sharing in case it's helpful

rotund scroll
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@scarlet birch so you use all 3 values of the effector?

scarlet birch
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If the joints up is X then X is what you need for height.

rotund scroll
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ah of course

kindred viper
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X-Up? what is this heresy?

rotund scroll
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bone space

scarlet birch
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The values, depends on the animation and use.

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yeah.

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Sometimes I use all 3 sometimes just one or two.

kindred viper
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speaking of bone space.... the wife just made a brew and didnt make me one. brb :p

scarlet birch
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err no. My bad. I mix up effector and target too much

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For target I always use all 3

rotund scroll
scarlet birch
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For effector mostly just one.

rotund scroll
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effector is target though, joint target is the joint that's moving as far as I've understood?

scarlet birch
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Target is used to maintain the overall orientation of the joint. So it effects how the joint bends when you move the effector

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mostly it means it controlls where the knee is going to point

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for this

rotund scroll
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I see

scarlet birch
rotund scroll
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I'm just following the terminology on that page, where they say effector is target position

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however I haven't fully understood this

scarlet birch
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The effector is the target location for the bone being moved. Here it's the foot bone

rotund scroll
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yea that's what I understood

scarlet birch
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They could come up with better terms

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Like target and orientation or something

rotund scroll
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it's definitely confusing having target and target

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anyway

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did you see the screen I posted?

scarlet birch
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yeah,

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But not sure what you're asking

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The contrast is bad, is one of the feet twisted or something?

rotund scroll
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both feet are in the center

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I suppose they are at the root bone

scarlet birch
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ah,

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YOu might be setting all 3 values

rotund scroll
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in the target yeah, the effector I only have x

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joint target

scarlet birch
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My assumption would be for some reason it's applying those zeros when it shouldn't

rotund scroll
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yeah exactly

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I have your set up exactly

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with thigh and parent bone space

scarlet birch
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Do you have a rotation node too?

rotund scroll
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not yet

scarlet birch
rotund scroll
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once I fix the IK I'll add rotation

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using hit normal

scarlet birch
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Ah, didnt see that before I posted that.

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Just looking for somewhere that might be a check box or something to tell it not to use the zeros.

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It's set to bonespace?

rotund scroll
scarlet birch
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effector should be bonespace

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for the bone you're moving

rotund scroll
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alright that did something

scarlet birch
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and uncheck maintain rotation at the top there, unless you're setting the rotation too

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err maybe not

rotund scroll
scarlet birch
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Now you need to adjust the Joint Targets .

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If you don't have anything plugged into them, you should be able to just move the locator in the preview window

rotund scroll
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I'm not sold the manually moving the join targets tbh

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@scarlet birch I'd rather have a way to programmatically have them be correct every time

scarlet birch
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Idk, you could set them with a joint/socket in the animation or a curve. I'm sure there's a way to have it in the animation from maya/blender.

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I hate animating though, so it's not my strong suite.

rotund scroll
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wouldn't it just be taking the location of the join in the first place? and really IK only matters for standing still

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so taking the rest pose join location should technically be enough?

scarlet birch
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Not really. It's about how it bends. I use Ik for moving too. You want feet to line up with ramps, steps, rocks etc..

rotund scroll
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so what's wrong with the idea of getting the socket location of the foot when it hits the ground or something?

scarlet birch
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For the joint target?

rotund scroll
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yeah

scarlet birch
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It would look really messed up

rotund scroll
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I mean I can see it being more of an issue in 2D, but in 3D the depth obscures quite a lot

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how so?

scarlet birch
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Joint target is where the knee cap points.

rotund scroll
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I see

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that's misleading

scarlet birch
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yeah, the terms suck

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it makes it unnecessarily confusing.

rotund scroll
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I thought it was the foot in the case of foot IK

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since the foot has to hit the ground, and the other bones adjust accordingly

normal burrow
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so another thing

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if your using world space ik targets

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animation doesn't have to run before physics and doesn't always

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so its possible that you run the animgraph before the position gets moved

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working with world space in general is tough because of this

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just needed to be mentioned with what you are saying

rotund scroll
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I switched it up to use bone and parent bone space

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though I still would like to have some calculation for the joint target

scarlet birch
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It's not an issue most of the time. The small delays in movement I see with some physics objects and Ik aren't enough to worry about.

normal burrow
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didn't say time

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its tick order more or less that is the problem

scarlet birch
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It's more of an aesthetic thing. I'm not sure I'd want to have to deal with it. If you really want to set the joint target / orientation with that much control I'd use a socket/bone and set its position in the animation.

normal burrow
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idk i tend to view it as a huge problem. the way you fix it is either ensuring a tick prerequisite on something (which only stresses things further) or try to work in component space when possible.

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but if being one or two frames behind isn't a big deal then its not 🤷

timid jacinth
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cannot open input file 'wininet.lib'

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Urgently need help, i keep getting this error on compile or when I package

scarlet birch
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I'm not sure what you're saying applies to what we've been discussing. We are setting the locations in component space using an offset derived from a trace in world space.

normal burrow
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it would matter when you collect the point really.

rotund scroll
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per frame vs animNotify when a foot hits the ground?

normal burrow
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if its in update animation event and brought into component space there, yeah that would be okay/the best possible thing

scarlet birch
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Which is the case.

normal burrow
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yeah then your good, it just sounded like the point was in world space

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theres just a lot of mines

rotund scroll
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@normal burrow since you're here, math way of calculating joint target?

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possible?

dawn gull
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Hey, sorry to interrupt, but how do I make it so that an on actor hit event only happens one time and not every time that you touch it?

scarlet birch
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You don't want to apply the IK with a notify. You can use a curve to set the alpha though.

mint sequoia
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@rotund scroll p@t helped me with that recently, look at how two bone ik does it

fervent sigil
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Anyone is familiar with apex destructible mesh? I'm trying to fracture a mesh I have, but it's not really working. Any explode amount is same as original, and preview depth 1 shows empty.

mint sequoia
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But its bad for legs

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I used it for arms

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For legs just put absolute numbers in, it'll still be accurate to the animation

rotund scroll
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@mint sequoia what do you mean?

mint sequoia
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I mean that two bone ik has a function that literally computes the correct pole vector angle

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And that it doesn't work well with legs

rotund scroll
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meh

normal burrow
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Yeah Cranz, its quite easy to make new nodes

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like it takes a bit of files

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but inserting some extra logic for the joint target. may be able to just inherit two bone ik and overwrite the update function to set a custom vector after it reads the pins

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you'd need to also make a graph node type but this is pretty straight forward

mint sequoia
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I think for the average UE4 user its reasonably advanced

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Making an editor module and anim graph nodes

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Once you've done it once or twice it gets quite straight forward though yeah

normal burrow
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yeah, speaking more of end of the rainbow haha

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like once you do it one time, it is pretty straight forward

kindred viper
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I started out making new nodes in blueprint function libraries. It was a nice entry point to editor modding

exotic cave
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So I have heard that Epic personnel occasionally hang out here?

mint sequoia
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Thats not actually editor modding 😐

kindred viper
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no its an entry point to it

mint sequoia
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They do yes

rotund scroll
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so doing in BP exclusively is out of the question?

normal burrow
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it is cranz yeah.

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its out of the question

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assuming you want the pose

mint sequoia
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It'll never be something you can do in BP ever

exotic cave
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I'm interested in becoming a Marketplace creator. Is anyone here on the Marketplace and can answer some of my questions about policies?

mint sequoia
normal burrow
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maybe some day if you forfeit the fast path vaei

mint sequoia
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Haha never

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I bet you Fortnite utilizes it

exotic cave
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Thanks @mint sequoia . Are you on Marketplace yourself?

mint sequoia
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I submitted my first plugin today, so no

normal burrow
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have you seen that video on fortnite anim bp? - its comprehensive

exotic cave
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But, maybe soon then :>

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What's your plugin?

mint sequoia
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I haven't

exotic cave
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I badly need to network with Marketplace makers

mint sequoia
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Hmm I don't need to network though sorry lol

normal burrow
exotic cave
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It doesn't have to be you, I'm just putting it out there 🙂

mint sequoia
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You're not really putting anything out there though, need to be a lot more specific

exotic cave
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I'm assuming that despite the purchase of Quixel, the prohibition against reuse of Megascans assets in third-party packs remains in effect

mint sequoia
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Likely if they're licensed solely for UE4

exotic cave
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Oh, I have an environment art pack I'm working on; about 50 different ground PBR textures to start with, full maps

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The Quixel thing was my only specific question, but it's also nice to hear about others' experiences on the Marketplace

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I'm a refugee from Unity. 😄 This was all intended for release over there

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But Unity is bad, at least for grownups. After a year of working on my pack I was about ready to scream when I couldn't get stable shadows, and realized it was 100% not me.

mint sequoia
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@cursive dirge ^ do you agree with that

exotic cave
dawn gull
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grr unity

mint sequoia
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That might have been something to lead with btw

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I made a semi-procedural locomotion system, definitely don't know about making that stuff

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That roughness looks plasticy

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And the trunk/branches are glowing

dawn gull
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yeah, i like it

mint sequoia
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While the leaves are near black

exotic cave
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This is all extreme preview 😄 I agree, all material values need serious adjustment

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Like I said, I've just started porting over, been on UE less than a month total I think, so much to learn

dawn gull
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rn i am trying to make a clay like affect on everything for my game

mint sequoia
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You have pbr in unity, shouldn't be that different

exotic cave
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Say that again after trying it 😄

mint sequoia
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Clay doesn't have that roughness either at all

dawn gull
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ik

exotic cave
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I mean, yes it is possible to do photoreal work in Unity, but WOW there's a lot you just have to reprogram yourself that is unacceptable in my opinion

dawn gull
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I'm trying to convert a tutorial in blender into ue4

exotic cave
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Their shadows are unstable, badly fitting. The ambient occlusion is also unstable. And their default texture interpolation is just lacking compared to UE

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I don't mean to disparage anything or anyone, I would have loved to have it be usable.

normal burrow
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thing is unity sucks at games

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oof that was a typo lol

exotic cave
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Nah, I think their actual interaction frameworks are pretty good

rotund scroll
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kinda does though, unless you're making mobile

mint sequoia
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"so long as the total amount due to the publisher is at least $100 USD at the end of the calendar month, Epic will pay the publisher by electronic funds transfer 45 days later.".. so basically if someone purchases at the beginning of the month, it takes 75 days to get it 😐

normal burrow
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it sucks on all platforms really.

rotund scroll
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I wouldn't know, I haven't used it for years

exotic cave
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It's not awful, except where it is

rotund scroll
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but man I fucking hated its guts when I was

cloud cobalt
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laughs in GOG

normal burrow
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it teaches you how to do everything wrong

exotic cave
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The shadows and AO are nooooooot good for those aiming at photorealism

rotund scroll
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@normal burrow now this agree with

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people coming over to UE4 having unlearn shit because of bad code practices

exotic cave
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UE can do realtime near-photorealism these days with ease. Only a few Unity teams I have seen have achieved it

rotund scroll
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that's shitty

exotic cave
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C# is not better than C++, that's why IMO 😄

mint sequoia
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@rotund scroll To be fair you haven't seen how unreadable @normal burrow 's code is ;p

exotic cave
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On multiple inheritance, from a great coder I knew: "You barely ever need it, but when you need it you really need it."

rotund scroll
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that's a side point tbh, even in C# you should respect good code practices

normal burrow
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yeah unity will do anything to make something easier to document, even if it makes no sense

cloud cobalt
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C++ is a no-brainer motive to go UE4

normal burrow
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i like templates

cloud cobalt
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imho

mint sequoia
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You don't have a lot in the way of multiple inheritance in UE4, other than interfaces

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Its component based 😄

normal burrow
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yeah c++ is great

torpid bluff
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hey. any blueprints pro here ?

exotic cave
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Sure, but if I want to code something of my own in C++ to use that's MI, I still can right?

torpid bluff
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need to ask some questions

mint sequoia
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Don't ask to ask

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Just ask

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@exotic cave Not if its a UCLASS

rotund scroll
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I mean you are going to have independent class hierarchies if you're making a game, even if components are a thing

mint sequoia
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Or UObject

rotund scroll
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or ECS as a whole

exotic cave
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Hmmm, interesting

torpid bluff
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any??

rotund scroll
torpid bluff
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ooh didnt know !!

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thanks

rotund scroll
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yeah I hear reading #more-resources is out of fashion, let alone checking out the channels..

mint sequoia
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I legit don't know how people miss those things

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also @torpid bluff No one will sign up to help you until you say what you're actually struggling with, dont just ask for people

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No one wants to respond to 'are there any blueprint pros' etc

rotund scroll
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but i mean at least he wasn't asking entirely in the wrong channel

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unlike the people who post blueprint questions in the career chat

torpid bluff
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i just wanna make some conversation with someone that might be inte¿rested

rotund scroll
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there should be a button to stab people over the internet for those people

torpid bluff
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to exchange ideas n stuff

mint sequoia
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Just start talking about the topic then

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Its a confusing thing to hear someone say otherwise

rotund scroll
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@scarlet birch it doesn't seem to work with lining it up in the preview, since in game the result is still wonky

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I swear IK will be the death of me

scarlet birch
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Idk, That's how I do it. I set the locator in the preview and set the value to a variable which I plug into the joint target.

plush yew
normal burrow
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@rotund scroll do you split upper body and lower body animations?

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if you do, can repurpose the hand ik bones as joint targets for feet, and feet as elbow etc

rotund scroll
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how do you mean?

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I am splitting upper and lower body

normal burrow
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so in your animation files i mean, if you use the opposite ik heirarchy to do the joint targeting

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assuming you have joint targets in the animation rig i mean,

rotund scroll
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so just use the socket location of hand ik for for foot ik joints?

normal burrow
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that is what i've done before yeah

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then being able to control those points becomes a bit easier

rotund scroll
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oh so you still have to modify them?

normal burrow
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well, in blender i'll make a script to constraint them on export for upper or lower animation etc

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but yeah i mean

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when you twist the ankle out with ik, you do want some rotation around the knee-out direction

rotund scroll
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not sure I follow

normal burrow
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think of a ballerina with the foot fully sideways stand thing

rotund scroll
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the rotation of the ankle requires the rotation of the knee? I suppose that is correct

normal burrow
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on an animation not-this-way

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yeah i mean the way the ik alters things in terms of 'difference' is going to be from the pose the animation is normally at

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the limitations of the ankle for example would require some movement in the pelvic bone that would result in knee (joint target) rotating outwards more

rotund scroll
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I just figured the solver would do a lot more of this automatically, or that you could somehow just automate it with some math

normal burrow
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certainly could yeah

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if you wanted to read through the two bone ik code its a light read. it just triangulates thigh, calf, foot to get a side vector

rotund scroll
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I suppose I shouldn't be surprised that there is a lack of functionality for this in BP though

normal burrow
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without joint target it just uses this plane

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thing is

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its written like it runs on the gpu

rotund scroll
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so if join target is (0,0,0) it uses that plane?

normal burrow
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but its really just 1 thread per 1 animation instance

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no

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you turn off joint target on the control

rotund scroll
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I don't have that option... in BP at least?

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on the two bone IK nodes it always requires a joint

normal burrow
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hm

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i will take a look quick

rotund scroll
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you can choose to not expose it

normal burrow
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it lets you provide a vector as well i think instead of bone

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do recall the option to ignore it is strange

rotund scroll
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I think you need a vector regardless

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that's kind of the issue

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I'd much rather just use two actual bones and let it figure out the rest than me artificially adding a joint

normal burrow
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you just uncheck allow twist

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er one sec

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looks like you just use the lower limb location

rotund scroll
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as in, socket location?

normal burrow
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which would constraint it to the same plane it bends along

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yeah

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in component space i guess

rotund scroll
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socket location only returns world space coords though

normal burrow
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so on the anim node you set it to calf

exotic thicket
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Is it common to use actor tags to get refs to things in the level? Just not sure if this is a typical thing to do, or if there are better ways of going about it

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(essentially I have some BPs that starts a mission, which needs to spawn things in the level so it needs a ref to a location in the level)

rotund scroll
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in bone space then, or parent bone space?

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@exotic thicket put down a target point or something like that, usually you want to refer to a location by a point or a region, e.g. a trigger box

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or sphere, I don't discriminate

normal burrow
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component space does not give you option for bone?

exotic thicket
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Yeah that's pretty much what I'm doing, but I need some way of referencing it from my BP :)

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I can't think of any other way of getting a ref to it than using a tag :P

normal burrow
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i guess bone space yeah Cranz

rotund scroll
#

@exotic thicket usually you'd add the ref in the level blueprint and use it that way

exotic thicket
#

I think that's not really a good way of doing it if you're doing MP though? I'm not quite sure how to make it so that you'd run level BP stuff on the server for spawning

#

Sorry I think it's going into the direction of "my question was lacking vital pieces of detail" :P

rotund scroll
#

@normal burrow you're still not getting around using a vector though

normal burrow
#

vector is in bone space

#

which gets converted to component space in the code

#

so 0,0,0 would be origin of the bone

rotund scroll
#

@exotic thicket depends on a lot of factors. obviously you want to optimize as much as possible in MP, but it has to work first before you optimize

#

I'd go with it and see if it's causing any trouble, if not there you go, if it does, you can start thinking about creating manager actors in the level

#

@normal burrow ah of course

exotic thicket
#

Yeah, way I have it set up is pretty much press button -> player controller sends an RPC -> do spawn stuff :)

#

but yeah just wanted to check I wasn't missing anything super obvious- thanks

rotund scroll
#

ok at least the IK looks normal now when not in use

#

it's still not IK'ing correctly though

normal burrow
#

how so

rotund scroll
#

it's not following the trace for whatever reason, but I suppose that might be a translation error somewhere

#

right thigh has some weird rotation issue as well, sigh

normal burrow
#

hm

rancid lynx
#

is half life 2 in VR now ? or is that a hack mod only deal ?

normal burrow
#

maybe your calves are flipped?

neat rune
#

hey guys I'm participating on a game jam and I'm using the infinity blade adversaries, they do not come with any sounds is this a separate package?

rotund scroll
#

they aren't unfortunately

normal burrow
#

sure its not parent bone space?

scenic hatch
#

is there a way to snap these together?

rotund scroll
rancid lynx
#

youtube search vertex snapping. i forget how to do it

#

im pretty sure its easy.

rotund scroll
#

isn't it just pressing v?

scenic hatch
#

its not V no

earnest pawn
#

Does anyone know what's the best way to queue events or actions?

#

Like for example, If my player uses a healing item, then after they finishes using that, then the character would bring up their last used weapon

#

Would it be better to use an enum or to create a couple of uobjects that has the implementation of the actions

rotund scroll
#

@earnest pawn I've seen it done with an input buffer, but that only works insofar it's all input based commands. A queue of action commands would also be correct, and you'd probably want to use enums as stand in for function calls really

normal burrow
#

how confident are you that your knees bend consistently on the same axis in all animations cranz?

earnest pawn
#

@rotund scroll i was going to use enums, but I saw unreal tournament use uobjects for weapon states

rotund scroll
#

I can't say for certain

earnest pawn
#

Would it be easier for modding?

#

I want players to be able to create mods

rotund scroll
#

it's probably not a high probability but equally I don't have a massive load of animations that need to work

#

it's essentially stand/walk/run and crouch/walk

normal burrow
#

yeah. just was gonna say you could specify the calf location in parent bone space

rotund scroll
#

@earnest pawn no idea, but thinking about being able to mod before you've actually made the game seems a bit far fetched

normal burrow
#

the times where it looks wrong are basically only when fully extended?

rotund scroll
#

well it never looks right

#

it's basically not functional

#

the traces hit but the IK doesn't conform to them

#

and for some reason when running on a surface that has a different normal than (0,0,1) the right thigh has a weird rotation

plush yew
#

anyone tried the new landmass plugin?

fervent sigil
#

how would one go about creating a health hud that is always the same size, always facing player, and occluded when behind other objects?

plush yew
#

do you mean occluded or not occluded?

#

a hud generally would never be occluded, righT?

rancid lynx
#

i attach my hud to my player camera.

plush yew
#

yeah, attach a widget

rancid lynx
#

occluded huds would probably be really annoying. unless you have a great idea i didnt see.

fervent sigil
#

@plush yew I think I mean occluded. I mean you can't see it if it's behind something. It's an npc hud, which I think fit.. no?

#

or perhaps hud isn't the right word here?

plush yew
#

got any examples from other games?

rancid lynx
#

heads up display . or healthbar, yea those work for npcs

plush yew
#

oh so you mean a health bar above an NPC head?

rancid lynx
#

occluded works much nicer on npcs , often better.

fervent sigil
#

@plush yew I just assumed it since I added one to mines, and I can see them when I"m really far on the ground, when they're up above on a mountain

rancid lynx
#

my skeleton spawns a blueprint called hearts, then attaches to component. but there are probably much better ways

fervent sigil
#

@rancid lynx was the heart attach example meant for me? I'm not really sure how that would help :S

rancid lynx
#

when the skeleton spawns the hearts, then i make a skeleton reference variable inside the hearts, so they can talk to each other, and dont forget to set the reference after you spawn the hearts.

#

yea msh91. but it might not be the best way to do stuff. idk.

plush yew
rancid lynx
#

youtube search "wtf is attach" , he makes lots of nice videos. Ryans answer is most likely much better.

fervent sigil
#

@plush yew yeah exactly. With limitations said above though, but yes

plush yew
#

well i think if its an object attached to the npc it will always be occluded by other objects by default

fervent sigil
#

perhaps I don't want it to be occluded by everything btw, not really sure.

plush yew
#

so you want the health bar to always be same size on your screen, regardless of distance

fervent sigil
#

that is how they usually work no?

plush yew
#

i achieved that with a function that scales its size based on distance from player, and made it always lookAt the player

#

im updating to 4.24 right now so cant open it up to show you though

pulsar badge
#

how do i get UWP export in UE4

fervent sigil
#

nah that's ok explanation should be enough. I'm assuming you didn't use a screen space widget then?

plush yew
#

nah, anything attached to an npc will be attached to the npc component

fervent sigil
#

you mean you didn't use a widget component at all 😮 ?

plush yew
#

nah i used a flat plane with some transparency

#

and a texture

fervent sigil
#

.. why not use the widget component? it was designed specifically for that.. 😐

plush yew
#

because im not actually doing health bars, my thing is for target queueing, so i have these red diamonds floating over the player

#

its easier to just attach an object to the npc, rather than trying to line up the information on your screen space to the world space of the npc

#

if you use screen space widget, then it will be set like, 100 cm or whatever, away from your characters face, in the world

#

so all your occlusion issues arise, you will see the health bar even if the npc is behind an object

fervent sigil
#

I'm thinking perhaps I should just use the screen space widget anyway and hide it when it's too far from the camera

#

It won't make the health bar occluded though

plush yew
#

i guess you will need to be running a check, constantly, and if the npc gets occluded, you switch off the health bar

fervent sigil
#

mm yeah I can do that too actually, that's a better idea :p

plush yew
#

could run a visibility trace

#

i think thats what its called

fervent sigil
#

yup, got it ready as well. I'll just do it on my derived widget component. Thanks 🙂

plush yew
#

awesome

#

screenspace vs worldspace is always an interesting problem

fervent sigil
#

mm actually checking if an actor is rendered isn't that trivial, since you don't want the location it self but rather the entire bounding box

plush yew
#

yeah depends on robustness of the check

#

its mathematically a bit convaluted

fervent sigil
#

I think I'm gonna stick with the distance then. Also saves a bit on cpu not doing the line tracing. I'll revisit it later on if needed

pulsar badge
#

How do i signup for the UE4 UWP?

#

export

timid jacinth
#

@pulsar badge

#

I think it's this

#

Check it out

pulsar badge
#

Will do

#

When i go to unreal export it doesnt show UWP

#

Package Project

timid jacinth
#

Yeah you need to sign up first and then ask for it or something like that

lime gull
#

Anyone know a way I can pause like music playing, and then play it back from that spot?

fervent sigil
#

@lime gull Audio component pause/play ?

lime gull
#

Can I save where it paused from? (For what im doing you change levels when enemies attack but then go back to where you were)

fervent sigil
#

define "save"? I think there is some what to make actors persist across levels loading if that is what you mean

lime gull
#

Uh Like youre 30 seconds into a song

#

Can I save that youre 30 seconds in and then play from there

earnest pawn
#

Sace the played length in game state?

#

Or whatever it's called persist over level changes

fervent sigil
#

@earnest pawn I think he's asking how he can access the length played so far, and if he can play from that position. my editor isn't open so I'm not sure though

earnest pawn
#

I mean even if you cant get it, you can just store the start time

#

And then check the time difference when you changed level

lime gull
#

What do you mean?

fervent sigil
#

@lime gull he means when you play: StartTime=now. When you pause: TimePlayed = now() - StartTime

#

@earnest pawn I'm not sure it's such a good idea. Things like audio and video don't always play the way you expect them to.

lime gull
#

So save the pause time and then set the start time from there?

earnest pawn
#

You get get like the playback time and stuff from audio components

#

I'm don't have access to my pc so I'm not sure what fmthe function is named, trying to look it up

#

And when you call play, you can pass in a start time

#

@lime gull are you using audio component or something else?

lime gull
#

Im just using the Spawn audio and then putting in a cue

timid jacinth
#

Does anyone know how to implement LUA into an unreal engine game

lime gull
#

So how do I save the paused time?

scarlet birch
#

@rotund scroll You need an offset for the trace hit and the bone location. You also have to move the pelvis up or down depending on the difference in height between the feet.

#

Ik is not that complicated, if you break it out into what each part does and handle them one at a time. I think the discussion here is over complicating it.

grim juniper
#

I thought I was starting to understand blueprint interfaces, but then this shows up. brain.exe has stopped working

rotund scroll
#

@scarlet birch I got all 3 of those things working individually, but the two bone IK node will not relent and give me good results... or really any results at all

scarlet birch
#

@rotund scroll I've got a lot on my plate tonight, but if you still need help with it tomorrow I can probably go through it with you from start to finish. It looks like what you have is fairly close to working. You just need to add some stuff to help it along with offsets to the pelvis and foot bones.

rotund scroll
#

yeah alright

plush yew
#

In my first person playercharacter, how do I see the default movementcomponents, I can't find them

#

ping on response pls

exotic thicket
#

@plush yew at least in 4.23 it's on the left side in the components box CharacterMovement (Inherited)

#

I think that picture you're showing is from an older version, although not sure since I haven't used UE for long :)

plush yew
#

Yeah its from 2014 but my friend still has those tabs in some of his blueprints

#

he's saying i should have that on my FirstPersonCharacter

exotic thicket
plush yew
#

Thanks

next current
#

is there an easy way to use http get requests on a blueprint?

normal burrow
modern sinew
#

What's easier? Making an account/authentification system, or just getting SteamIDs and using that?

tawdry raptor
#

hey so I just bought some asset of the market place and I keep getting these errors when baking lights .I dont remember isses like this with other assets, has anyone ever seen this before

normal burrow
#

Probably steam ids @modern sinew

#

Will likely still need to use steam ids, for steam features

modern sinew
#

so if I'm making an online game, that's easiest?

normal burrow
#

Online game?

modern sinew
#

yep, I want to try and make a simple multiplayer game (as much of an oxymoron as that sounds) and build from there

normal burrow
#

Tbh I don’t know the process of setting things up with steam this early on

#

If it’s just multiplayer. Would ignore steam right now

elfin ridge
#

I had 4.18 Installed - uninstalled to update to 4.24 , Gave me a Courrupt Install Error

I formatted my machine and tried again with fresh windows, keeps verifying and then hiting me with tthis corrupt error message .. anybody have this problem before?

normal burrow
#

Not a requirement for mp

modern sinew
#

I guess

#

I should probably get multiplayer working before authentification

#

but since the tutorial is a minute long I might as well watch lol

deep stump
#

Hello, Has anyone tried Nocte Inventory Template? I made a new map and placed the items and works perfect in editor but when i start my dedicated server and connect through there as a packaged project, the guns are inside the character and bugs happen. Is there something I missed?

elfin ridge
#

does UE4 have any prerequisites for

#

windows 10?

#

All windows updates are applied ..

modern sinew
#

Is it harder to have multiple servers for a game than one server? Any advantages as well?

exotic thicket
#

It kinda depends what you mean by multiple servers for a game

modern sinew
#

not...servers I guess? but

#

Say you have a multiplayer game where you have a space ship; You could have it all be one big map, or have the map split up, with each area being its own worldspace

exotic thicket
#

Right

#

In that case it would mostly be a question of availability and ability to handle load spikes

modern sinew
#

any advantages to the big map or small map? and would near-seamless movement from one world to the next be possible, or would there be a load time

exotic thicket
#

If you have a ridiculous amount of players, you can spread the load of processing the simulation across multiple machines

#

but it would also make it significantly more complicated to set up that system

modern sinew
#

couldn't you just go "when the player touches this invisible wall, put them in this level"?

exotic thicket
#

Sure.. I think that's sort of how EVE does it except they separate it more by system

modern sinew
#

Could you also tell the game to place down a copy of the player's ship so that it wouldn't just dissapear to observers?

#

and that would move away and then dissapear once it's out of site of the true world border?

exotic thicket
#

Sure

modern sinew
#

would splitting the world into different areas help with lag and stuff, even if it's all run off one computer?

exotic thicket
#

It kind of depends on how your game works

#

But splitting into separate areas could in theory help since it would be somewhat simpler to split out who's in which area

#

not sure if it would have a huge impact though since you could always cull players by distance anyway but it might make it easier to optimize

modern sinew
#

Would it also help with floating point tho? (like, large areas, etc)

#

because IIRC the largest space you can have in Unity is like 5 KM

exotic thicket
#

I'm not really an expert on that particular issue but it would probably make it easier to work around it at least

modern sinew
#

wait, if you have the camera centered on the player, can you have players farther apart then that actually?

exotic thicket
#

(there are other things you can do like world origin shifting)

modern sinew
#

can you shift the world origin for two seperate people independantly

#

I wouldn't think so

#

but maybe?

exotic thicket
#

I recall Kerbal Space Program also did some interesting stuff with simulating and rendering different areas of the world at different scales

modern sinew
#

yea I have no clue how they do all that ll

exotic thicket
#

there's a few videos about it on youtube I think but it's fairly technical :)

modern sinew
#

ok

#

but can you have a different world origin for each instance of a game? (like can the world origin for one player be different than the world origin for another?

#

if they're in the same world?

exotic thicket
#

you could, in terms of floating point accuracy it would primarily be important to be accurate near the local player

#

so each player's client could do that on their end without it really affecting anything

modern sinew
#

then is there anything stopping you from having massive worldspaces then? like moon-sized?

exotic thicket
#

you probably could do that but you would still have to account for inaccuracy at long distances and make sure your game could correct for it if needed which is probably easier said than done

modern sinew
#

Well at long distances they wouldn't be interacting, yea?

exotic thicket
#

well, if you're managing an object that's far enough to suffer from the inaccuracy problem, it would affect where it is when it gets closed as well

#

not necessarily in every type of game enough to be a problem I guess but it's still something that could affect something negatively

vivid narwhal
#

hey folks

neat rune
#

hey guys is it even possible to grab a static mesh from the editor ?

dim plover
#

What do you mean.

neat rune
#

I didn't want to make an array of the different elements so I was experimenting with getting meshes that contain the Sword_Blade prefix

dim plover
#

You can load assets by path, if that's what you're trying to do.

#

I guess you could search by prefix if making some sort of container for those paths is not preferrable.

neat rune
#

What's the name of the function?

#

I found load class asset blocking

#

by path would be great

dim plover
#

It's on the AssetManager, I think. Load Async. You load from a SoftObjectPath, which is essentially just a string.

vivid narwhal
#

do you mean reference or are you trying to get it like in the content browser?

neat rune
#

@vivid narwhal I'm trying to set up a random static mesh every time the game starts

#

I have a folder with this blades so I want to get one of these and set it on my actor

dim plover
#

How many different options do you have?
If it's not too many, just make an array of those.

neat rune
#

yeah this is more for experimentation I know I could make an array but that would be no fun 🙂

#

@dim plover I never use the assetmanger before how do I access it ?

dim plover
#

If you don't do the array approach, you're going to run into problems. Not particularly difficult ones, but unexpected ones.

neat rune
#

yeah this is not going to be use in the final product I understand this could be disastrous in terms of performance, I'm just in programmer mode of let see if this thing is possible

dim plover
#

None of this is really a performance concern. Just a workflow thing.

neat rune
#

Ok I seem to be making progress my brain is a bit fried, can you remind me how you convert from a class to an object reference?

dim plover
#

Wrong function, I think.

exotic thicket
#

there's a create object from class or something like this if you want to create a new instance of it

neat rune
#

@dim plover If I get the assync load asset it gives me a lot of static meshes to select from that's why I did it by class and get all the static actors

dim plover
#

Oh, you gotta find those specific Static Meshes. You said you wanted to find those by prefix. You load after you found those paths.

neat rune
#

it can be either by prefix or path

dim plover
#

If you already know the path, just create the SoftObjectPath/array and plug that into the Load Asset node.

dim plover
#

Hmm... it appears that that isn't supported in BPs. Very strange. 😦

dim arch
#

my map is crashing because its trying to load too many shaders on open. any way to pre-generate them?

dim plover
#

My guess, view the reference map of the map, and manually open some assets before you open the map.

dim arch
#

well, even right clicking the map file, tries to load it and crashes the engine

#

maxes out CPU/GPU

dim plover
#

That doesn't sound right. What is the reason for the crash?
It shouldn't crash just because the CPU and GPU are burdened.

dim arch
#

yeah, it's weird. It's using megascans assets

#

thing is, I exported the assets to a 4.23 project

#

built the map

#

then updated the project to 4.24

#

installed megascans 4.24 plugin

dim plover
#

Check the logs.

dim arch
#

it gives an access violation on crash

#

once the memory is maxed

#

my 4.23 project loads fine

#

pretty sure it has something to do with the megascans assets. like the new version of the plugin cant load assets authored from 4.23

neat rune
#

@dim plover hey man thanks again for the help, I want it to ask you one last things where do you typically learn this advanced concepts? is it a lot of digging into the engine , reading on the forums?

dim plover
swift spindle
#

@dim arch unless you’re assets are under source control. Newer versions should always be able to load older assets just fine

dim arch
#

its not using sourcecontrol

#

the weird thing is that the assets work. if I make a new map file and build the same thing, it will load up, because it is caching the data while I build it, but if I try to load it up in a new engine, it just crashes

neat rune
#

thank you @dim plover

ruby wadi
#

Is there a way to limit the amount of textures to build at once at startup? I'm running out of ram pretty quick here with just a couple 8K mats and 32G of ram..

#

nvm somehow page file was turned off so added 50 gigs on a hdd and it stared fine

modern sinew
#

Would it be hard to make it so players can build and program a robot with little hinges and motors and sensors and stuff? it doesn't seem too hard, but I'm thinking hinges might be hard tbh, and other parts are probably harder than I'm giving them credit for

plush yew
#

terrible

#

Ive been having a lot of issues with the game Im working on

#

Mainly ever since 4.23, we had to go back to 4.22 because for us, that was the last stable build. Now in 4.24, whenever we launch our game it flat out crashes almost immediately

cloud cobalt
#

Did you get the crash stacks to report them to Epic ?

glacial pecan
#

hmm... Epic staff still on holidays?

lapis vine
#

Go ask them?

honest vale
#

at least in Finland we have a day off today 😛

glacial pecan
#

Sweden too, but here in Norway we have to work 😦

honest vale
#

haha

dark rune
#

Is the new(ish) megascans thing free and how do I use it? Those models look nice

lapis vine
#

I have seen several tutorials over internet. Maybe one of them will do.

dark rune
#

ok

scenic hatch
#

any1 use quixel mixel? kinda stuck

teal tulip
#

@dark rune go the quixel web and login with you epic account in megascan

humble ridge
#

Hey all i'm having some issues with my pc automatically restarting during packaging.. Anyone got any clues on how to resolve it

plush yew
#

can you commercially use quixel megascans?

unique gull
#

Hello folks, does anyone know how to properly sample from texture2Darray? According to OpenGL wiki, they need third UV coordinates as array index but it seems that it's not working.

vale crane
#

Hi guys!
Can some one tell more about Dynamic Instancing added in 4.23?
How to check its perfomance and maybe some command lines?

cloud cobalt
#

It's 4.22

vale crane
#

Oh thx? but command in that thread didnt work even in Play mode(
r.MeshDrawCommands.DynamicInstancing 1

r.MeshDrawCommands.UseCachedCommands 1

Still 2500 DrawCall on Screen

cloud cobalt
#

Pretty sure r.MeshDrawCommands.DynamicInstancing defaults to 1

#

Try setting it to 0 instead

vale crane
#

I` try it all

#

and no changes in draw call count(

fierce tulip
#

<_< no matter what, the docs.unrealengine keeps converting to japanese

lapis vine
#

sumimasen

grave nebula
#

I guess someone googled too much Japanese VFX.

plush yew
fierce tulip
#

but they are so sugoiiii

grave nebula
#

kawaii

wary wave
#

'called'?

cloud cobalt
#

@vale crane Is your scene complex enough that it should benefit from auto instancing ?

plush yew
#

What do I need to type in to get those floats?

vale crane
#

@cloud cobalt hoo complex it must be? I just try it on 1000 similar meshes

plush yew
#

Idk i'm new as you can probably tell

wary wave
#

the symbol on the node, or what they do

#

so 'less than'

#

or 'add'

cloud cobalt
#

@vale crane Should work fine then. Did you try with 4.21 vs 4.22 ?

wary wave
#

there are a few things you can type to get them to appear

grim juniper
#

You can type the actual symbol or the name of the symbol

plush yew
#

Oh

#

Thanks

#

I found it

vale crane
#

@cloud cobalt im try tight now only on 4.24(

vital cosmos
#

how tf do I box select actors in the viewport

worldly swift
#

Hello guys, I have a question about Navigation Volumes.
For what I've understood, you can control where AI and player can move by means of NavMeshBoundsVolume + NavModifierVolume, thats fine.

But if you place any object, like a box, onto the NavMeshBoundsVolume it automatically creates a "navigation hole", so why you still need NavModifierVolumes?

mossy nymph
#

there are nav area classes, which are "combined" with nav filter classes

#

your nav modifier prevents entry only for AI using a specific nav filter for example

#

while letting others through

upbeat tendon
#

so much fun watching ue4 compile shaders

mossy nymph
#

it will finish compiling them even if you don't watch 😛

upbeat tendon
#

other than a bigger box, anything i can do to improve watching paint dry?

#

actually i am sure it goes slower if i am not watching 🙂

mossy nymph
#

faster CPU, faster hard drives

upbeat tendon
#

as i thought a bigger box

mossy nymph
#

CPU mostly

upbeat tendon
#

more cores of higher clock frequency?

#

my disks seem idle

#

4 cores are running at 60%

mossy nymph
#

both

#

Ryzen 7 is good economy option

daring peak
#

Does anyone know where I could read about suggested folder layout?

upbeat tendon
#

ryzen 9 3900 isn't much more than a 7

#

many many years ago i once mixed an nvidia gpu with an amd cpu, wasn't the best thing i've ever done

#

26k shaders left, sigh

regal hollow
#

Hey Guys, Quick Question, Is quixel bridge working with 4.24 now?

ashen brook
#

heh, weird

chrome ivy
#

I get notifications when someone is tagging moderators

fierce tulip
#

lol

chrome ivy
#

I am a moderator myself I guess =)))

ashen brook
#

do you maybe have a custom highlight on the word moderators?

#

is that a thing in discord?

chrome ivy
#

Idk never set up anything like this

plush yew
#

Ha, Romanian!@chrome ivy

ashen brook
#

@chrome ivy you could try turning off notifications for this server entirely

#

see if that makes a difference

plush yew
#

Any idea why even though I am hitting the exact rotation value, nothing is happening?

rotund scroll
#

@plush yew since it's a float you might not be hitting the exact exact rotation

#

perhaps try with nearly equals

#

ah nevermind, I suppose the equals for rotators has that functionality built in

plush yew
#

@rotund scroll can't use nearly equal with rotators

#

gonna say haha

rotund scroll
#

anyway use breakpoints?

plush yew
#

I did

#

I always hit the 2nd branch checking the rotation

rotund scroll
#

also you could totally consolidate those two branches into one with an AND bool

plush yew
#

print stringed the rotation of the camera and I'm always hitting the correct spot

#

@rotund scroll I would do that but there is extra stuff for that branch variable so I had to separate it

rotund scroll
#

@plush yew did you use an actual breakpoint though? plus stack trace?

#

because those will tell you infinitely more than anyone can tell you in chat

plush yew
#

yep I've done all debugging to what it could be to my knowledge

rotund scroll
#

so what are the values of get camera rotation vs camera rotation?

plush yew
#

P = -10 Y = -27 R = 0

normal burrow
#

How do I get notifications on moderator tag? 🍿

leaden onyx
rotund scroll
#

create your own server, create a mod role, add it to yourself, tag mods

#

done

normal burrow
#

Oof 👍

plush yew
#

see I'm matching the exact position

rotund scroll
#

why aren't you using breakpoints though

#

seriously

#

I can't tell what's going on there

plush yew
#

sigh

#

I did use breakpoint's and for the 5th time saying

#

I dont get out of that branch

#

that's the rotation value's of the camera

rotund scroll
#

even so, you can check the values in scope when you have a breakpoint

plush yew
#

which match the exact value's I have put as needed

rotund scroll
#

that's kind of the idea behind them tbh

#

then you can act on those values

#

does it match on all 3 axes? because if not, it'll still be false

#

since it's a rotator

plush yew
#

I fixed it dw

#

just realized the mistake

dim plover
#

Can you make float comparisons like that?

rotund scroll
#

like what

#

splitting rotators?

dim plover
#

Oh, may bad, misread it. Thought he was doing something like if the pitch was == 5.

plush yew
#

@rotund scroll It was a sequence camera taking the player's camera manager

rotund scroll
#

as far as I understand it's a threshold for float accuracy

#

cool, glad you fixed it

gilded lichen
#

Hello, how would I take multiple blueprints, static meshes and text renders to all move as one in another blueprint?

west jewel
#

In the UE4 skeletal mesh editor, I am able to rotate and stretch the mesh by clicking on say spine_03 and dragging it around. but when I save, this is not releftec when the mesh is on my character (a shirt) can I do this in UE4 at all? I do not know how to use external programs at all

rotund scroll
#

@gilded lichen manually copy paste. there isn't a refactor function unfortunately

gilded lichen
#

what do you need copy and paste? I cant copy and paste into a blueprint

#

nvm

#

just going to use level blueprint

supple totem
#

@west jewel you have to make an anim from that pose, and tell mesh to use it

#

I think at top of editor there is an option to make animation from current pose, it might be hidden in menus

#

Then wire up your anim bp to use that anim

west jewel
#

interesting, ok thank you, if I could just tweak my clothing in this way it would open up so much re-use of assets i bought and do not use because they dont quite fit my character!

supple totem
#

Yeah the engine has a lot of neat things to tweak anims in editor

#

Which helps when working with marketplace stuff

chrome ivy
#

@ashen brook nah it doesn t really bother me, i just found it interesting

#

@plush yew Da, tu esti tot roman? (are you also from Romania?)

calm widget
#

Is it possible to have multiple content browsers open?

wary wave
#

yes

calm widget
#

Ah yes, i was just blind, thanks

true finch
#

hey guys, I have a problem with playing videos in UE4. On some videos, there is a green line at the bottom of the video only in UE. When playing it from windows the green line disappears. Do you have any idea?

calm widget
#

Trying to create a material instance, getting: "Failed to revert package which was marked for delete." Pretty sure i've not deleted any files outside of UE, and tried Fix redirectors. There are no files left in explorer. Any ideas?

vale silo
#

is it just me or Epic made UE4 roadmap on Trello private ?

#

nm, I think it's just Trello farting

zealous spear
#

@true finch which version is it? Maybe try another version?

abstract relic
#

Close and reopen the project @calm widget . That happens when you try to make an asset with the same name as a deleted one during a session. Ending the session will clear the cache

zealous spear
#

@jolly slate go to the specific channel please #umg

jolly slate
#

I don't think this specific problem is like, UMG only though

#

Hence why I posted here

#

But thanks!

zealous spear
#

no problem, there are specific channels

#

imagine everyone typing in the same channel :)

jagged cloud
#

hello,can anyone help me with making a redeem code system?

jolly slate
#

I'd have no idea where to post this, if you take a peek at the image you'll see that it's a whole bunch of different stuff, if I knew exactly what I was dealing with I'd have posted somewhere more specific

calm widget
#

@abstract relic Thanks, but even that didn't seem to work. Although doing that and then creating an instance with a different name, then renaming it again seems to work. Doesn't make much sense to me, but it works so : )

zealous spear
#

@jolly slate yes, this is the log, maybe someone that could help in a specific channel would know what that means

jolly slate
#

facepalm I still don't know which specific channel this would go into as I have no idea what it's even referencing.

#

Nevermind.

zealous spear
#

you said umg? then go to #umg

#

:)

jolly slate
#

Yooou have a bit of a hard time listening don'chu.

#

Just nevermind, I'll go ask on the forums instead.

zealous spear
#

you said is related to umg

scenic snow
#

has anyone else put unreal engine on a ext drive/storage device

zealous spear
#

damn, why?

abstract relic
#

I had a dumb student do it. It was very slow

zealous spear
#

that's what to expect...

#

it runs slower if is external

abstract relic
#

It runs like a 90s router. Very funny to watch 😜

normal burrow
#

lol

dawn gull
#

Hey, kind of a weird favor, but I have a .blend file with a texture and I need someone to convert all the textures and code in ue4

#

i will give you screenshots of the code and all the mats

zealous spear
#

@dawn gull i don't understad

#

understand exactly

#

but can we talk in dm, maybe i can help you?

scenic snow
#

well for storage

#

working on a mac is tight for storasge

#

storage*

#

I'm working on getting a bigger ext drive with decent R/W speeds and make it arch linux so I can run stuff better

#

Also, the bus speed on the macbook air and the speed on the thumbdrive is bearable

scarlet birch
#

@rotund scroll DM me if you still need/want help with IK. I don't want to flood the chat but I can send you images of what I have that's working if you want.

tulip pine
#

Where should I look if I want to represent my map as an array of bytes (2D map) and render it based on the byte value?

#

I'm using C++ and I'm like only just getting started with UE4

tame delta
#

Hello, if there is an issue (https://issues.unrealengine.com/issue/UE-63230) that says it's fixed but in my experience still isn't as of 4.24.1, is there any easy way to say "this isn't fixed" and get the attention of a developer other than resubmitting the exact same bug report?

#

(also the commit 404's, not sure why nevermind wasn't logged in)

digital anchor
#

commit is fine for me, are you logged in?

tame delta
#

Wasn't, mb

#

Is there a way to go back up to a more meaningful commit regarding the issue?

#

Hard to pin point the related change in a merge commit

fierce forge
#

what i can do ?

fluid fable
#

So im very new to unreal enginge and programming at all and i want to start programming my own game but i dont know how to start all

I watched some Tutorials for the general stuff

#

How should i start all that?

tulip pine
#

That's a big problem that cannot be answered exactly

#

So first step is to break that down by figuring out what you want to do

wary wave
#

start right at the beginning and make the smallest, simplest game you can think of

#

it will be a valuable learning exercise

#

Pong, Breakout, Missile Command, all good examples

zealous spear
#

@fluid fable you can look on something that explains from 0... anything and you can do same as him

#

you will start understanding a bit

chrome moss
#

When I try to open a level with the listen option enabled the game crashes. It only occurs when the steam subsystem is active. Does anyone know how to fix this?

kindred viper
#

turn the subsystem off

chrome moss
#

The steam subsystem is required for my game to function correctly.

scarlet birch
#

What does the log say?

kindred viper
#

The irony. The game crashes only when steam sybsytem is active, but steam subsystem is required to make the game work. 😄

#

it's like that time I needed to debug the debugger because the debugger was crashing.

chrome moss
#

The only error I can find is "Fatal Error!". Keep in mind I'm testing in a Standalone Game.

kindred viper
#

probably wise if you were to debug in visual studio and get the call stack so you can see what is breaking. Otherwise check the log and see if it has the original error in there.

opal hornet
#

has anyone here had any stuttering issues with UE4.24.1?

scarlet birch
#

Standalone or not there are logs.

azure shore
#

hey I have a weird problem, my player has a cable component attached, which has no gravity or collision, but when the cable attaches to things, the player movement goes all buggy and shakey, any idea why this could be?

#

I should mention Im using custom gravity; player has no gravity and is set to fly mode and is moved around with Launch Character, including one on the event tick for the gravity

kindred viper
#

the trick is, don't. It's a horrible effect that makes people like me feel annoyed :p

wheat dirge
#

Could someone point me to a guide or tutorial on creating classes for an mmo ( i.e. mage, warrior, etc)

kindred viper
#

seriously tho, there are copy/paste examples for bob, and I believe there is stuff in engine for it

#

@wheat dirge Look up Class Inheritance. Base classes and child classes derived from the base

wheat dirge
#

@kindred viper thank you

kindred viper
#

yeah being optional, its worth considering but as someone who doesn't like it, I've never really thought about it except to turn it off :p

stuck anchor
#

When is the free monthly content coming?

rotund scroll
#

who'd have thought there'd be so many view bob connoisseurs

wheat dirge
#

@stuck anchor should be tomorrow ( 1st tuesday of the month)

stuck anchor
#

okay thanks

cloud cobalt
#

What's your code like ?

shrewd gust
#

has anyone tried to combine skyatmosphere from 4.24 with the bp_sky_sphere?

#

it looks like it affects the overall sky brightness still, but it's not very apparent-- biggest drawback looks like the sun lost its halo

gilded lichen
#

Hello, why cant I see a widget at in the world but I can in the blueprint editor?

viral flame
gilded lichen
viral flame
#

i have the C key as the default key for crouching

#

i wanted to use the x key initially

#

the player doesnt crouch at all

zealous spear
#

@viral flame look closer, so it says pressed - Crouch target self
Released - Un crouch target self

#

But where is Key?

#

You need to tell it which key

viral flame
#

i have set the key in the action editor

zealous spear
#

Umm

viral flame
#

look

#

it works for other keys

#

like the other bindings work

grim ore
#

so what does the Crouch and Un Crouch do?

viral flame
#

it makes the player crouch and uncrouch?

grim ore
#

it might. how do you know it's not working

viral flame
#

that the player isnt crouching????

#

the player doesnt change the camera position

#

ah shit i had to enable "can crouch"

#

but how can i make the crouching motion way slower

#

like a transition between the player standing and crouching?

regal mulch
#

I would guess that's more or less an animation thing

viral flame
#

hm

#

how would i do that

#

also how would i make a crosshair

grim ore
#

This is a first person project? If you started with the first person template you have a crosshair. If not you would use the UMG system to add an image of a crosshair to your viewport. If this is a first person I assume you are not using animations for crouching? if so you would have to manually crouch your character over time (timeline/lerp/tick/timer) or create animations that move your characters mesh with the camera attached to it.

#

the googles has the answer to all of this as well

viral flame
#

i just want to make a fps from scratch

#

why does this have to be so complicated

grim ore
#

because you want to make a fps from scratch

cloud cobalt
#

Yeah, sounds a bit like "just want to make a satellite from scratch"

#

Games are hard, first-person games harder

viral flame
#

i meant at least basic movements

spark sonnet
#

Take a look at the templates and look up some tutorials. thats a good start @viral flame

viral flame
#

i looked one up

stark marsh
#

guys i need help my blendspace isnt working properly

viral flame
#

now uh how can i put a square onto the center of the screen but offset it a bit so i can make a drop shadow simulation or smth

stark marsh
#

the defualt stood still animation is supposed to be idle but its walk forward!?

#

can anyone help?!

#

why does he keep walking forward when im stood still as its defualt?

viral flame
#

on another note how can i draw an outline on a rectangle

spark sonnet
#

Maybe its not going back to idle? Is the blendspace idle-walk-run @stark marsh ?

stark marsh
#

yes, and strafe left and strafe right aswell

spark sonnet
#

Could you send a screenshot of the blendspace?

viral flame
#

how do i import custom images to ue4 so i can use it for a crosshair

grim ore
#

Drag/drop into the content browser or right click and import

stark marsh
grim ore
#

at this point you should be following the basic documentation or learning system as you are just asking how to do everything in here rather than learning @viral flame

spark sonnet
#

When you simluate the SpeedForward being 0 does which animation is it playing then?

stark marsh
#

how would i do that?

spark sonnet
#

Hold shift and drag the little dot around in the blendspace

stark marsh
#

idle plays when im at 0

viral flame
#

thanks now i want to fucking split my head in half

stark marsh
#

i might have found something that is casusing problem, maybe

viral flame
#

yeah every time i try to drag the png file it just says import failed

stark marsh
#

there was an error with the graph axis numbers and i have soemthing set as -600 when it should be 600 i think

#

wait no becuase that has to be set as -600

grim ore
#

its weird your min speed would be negative

spark sonnet
#

When you are standing still it should be 0

#

Try making a simple 1D blendspace from 0 to your max run speed

stark marsh
#

ive fixed it

#

minimum had to be -600 and max 600 for both, i didnt take much notice

grim ore
#

That is not a texture 2d, those are TEXT variables types

#

I dunno I clicked on your link and it says the variable type is TEXT that he is typing into

#

ah your link was right past that

#

does your drop down not let you select?

#

is there nothing there, you cant select the one you want, nothing happens?

#

have you compiled your blueprint?

mossy nymph
#

texture for the map image?

grim ore
#

maybe a screenshot of what that looks like for not letting you select?

mossy nymph
#

because the one he has looks like it is a screenshot of the map

#

adjusted in mspaint

grim ore
#

we dont really know what that means so screenshot?

mossy nymph
#

it looks wrong for the scene capture

grim ore
#

yeah that is not a texture 2d

#

I think we are all lost lol

#

so in your drop down is no images?

mossy nymph
#

its wes bunn

#

so odds are he made screenshots of the level

#

and saved them as .png with paint

#

and then was assigning those as textures for the UI

grim ore
#

yeah the video he is showing an image, not the map itself

#

what zlo is saying

#

did you just jump into this video or miss the earlier ones?

mossy nymph
#

for that to work dynamically, he would have had to populate a TMap with LevelName, LevelImage

gilded lichen
#

Hello, Im having some issues with a timeline as the object travels further than I expect it to as well as want it to.

#

heres the code

stark marsh
#

help i lost my blueprints

#

like literally lost them on the canvas

#

how do i find them?

#

anyone?

mossy nymph
#

@gilded lichen you are adding a vector to its current, instead of starting location there

stark marsh
#

how?

#

oh ive pressed that

#

now what?

gilded lichen
#

oh, so it keeps adding that amount to it.

stark marsh
#

oh you double click it

gilded lichen
#

ok thanks

grim ore
#

so it looks like you missed a part

#

I dunno but you skipped 1 part its possible you missed another

chrome moss
#

Does anyone know how to switch the current loaded map to a listen server without reloading the map?

viral flame
#

how can i put my widget onto the hud

#

?

valid zinc
#

prefab level pieces used to make whole map, can it be done?

viral flame
#

i have made a widget but how do i attach it to the actual hud so i can see it and all that