#ue4-general
1 messages · Page 615 of 1
yeah just going back and installing the unreal plugin
also, install everything else in the doc lol
it really will matter on your model too Cranz https://www.youtube.com/watch?v=T3WUIDBBtOo all these use semi compatible skeletons but the ik bones really don't account fo the bottom of the foot. if you did want to see an extremely complicated way of foot on ground https://youtu.be/7hr7ohk81FA?t=255 @rotund scroll
i got an sln file now
now open it
how would i switch my game from 3d sidescroller to something else
like jsut normal third person game?
and build like HighTide said with the top menu Build->Build solution
then try and open the project once its finished. Do check if it had errors
i want to switch my game to third person instead of a 3d sidescroller, how?
this is entirely up to you on how
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
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
how could i select everything and migrate them all over?
thank you, it's working now
help i dont know how to migrate all my asseets and code intoa new project?!
oh i did it i think
figured you'd get it lol
my code doesnt work properly
like i have things that hurt the player but they dont work now since all my variables are messed up
damn I can't seem to set bone location on a skeletal mesh
how so Cranz?
there's no function for it
have to use anim graph [Transform (Modify) Bone]
ah
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.
I'm leaning towards using one material with a parameter to choose whether it applies to areas of custom depth or areas without it.
@normal burrow while we're at it, relative bone joint location? per frame?
pelvis drops now, IK still not functional
the last thing on the right
its the sink node
the code evaluates from the sink node, out, then back in
where actual modifications happen on the way back in.
so if your ik is not functional after moving the bone
make sure that your ik is running after the move bone on the way back
modify bone -> line -> ik
and
you can pick 4 different transform spaces
and select additive to pose or set to pose
why is my physical material returning default when the mesh that is been stepped on has a metal physical material?
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
meh, I'm just going to do this (unless someone offers a reason not to) since the materials are the same just different parameters.
@normal burrow right now it's locomotion -> bone transform (pelvis) -> IK (r, l) -> output pose
yeah
What do you have so far?
everything, except IK not working
is it a standard character?
Can you share what you have? DM if you need.
Inverse Kinematic systems allow for reactive animation, such as foot placement on non-planar terrain.
this, but fixed the trace to be actually correct (so instead of getting arbitrarily signed lengths, I get positive lengths that are correct)
trace hits fine
What's the issue?
I suspect the only difference is (and they don't show this) that I don't have the correct join locations
In mine I move the pelvis and change the capsule size depending on the offsets for the feet
yea I added pelvis movement now as well on the recommendation from someone else
anyway the pelvis drop works, but the IK still doesn't function
What's wrong with it?
it just doesn't do anything
ah,
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.
they hit fine like I said
this but with locomotion state machine instead of the jumping jack animation
and an added pelvis bone transform before the IK
The bone names are correct?
yes
like I said I think it's the joint locations that aren't correct because it doesn't say how to get them correctly
ah ok
and I have no idea how to actually do that on a skeletal mesh
it's apparently unhappy with get socket location each foot bone
I found out I forgot to set the actual bone on the IK nodes
so at least that's solved
Yeah, that's why I wanted to see a screen of it. Cool
now I just have to see why the values are wrong
appreciate your assistance nonetheless
NP, I work with Ik a lot and had a few minutes
my mouth. #fishlipped
As far as I know I use the world location of the hit
that's the effector location though?
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.
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
@scarlet birch wouldn't you have to do that for each key in each animation though?
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.
YOu could use a curve value if you need that much controll over it
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)
Yeah, I only need a different one for wall cimbing / walking mostly]
sometimes stealth
@scarlet birch also feel free to tell me why it's the x value of the effector that matters, not the z?
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.
Sorry, busy and just sharing in case it's helpful
@scarlet birch so you use all 3 values of the effector?
ah of course
X-Up? what is this heresy?
bone space
The values, depends on the animation and use.
yeah.
Sometimes I use all 3 sometimes just one or two.
speaking of bone space.... the wife just made a brew and didnt make me one. brb :p
err no. My bad. I mix up effector and target too much
For target I always use all 3
@scarlet birch what you figure this is?
For effector mostly just one.
effector is target though, joint target is the joint that's moving as far as I've understood?
Target is used to maintain the overall orientation of the joint. So it effects how the joint bends when you move the effector
mostly it means it controlls where the knee is going to point
for this
I see
This is the target
I'm just following the terminology on that page, where they say effector is target position
however I haven't fully understood this
The effector is the target location for the bone being moved. Here it's the foot bone
yea that's what I understood
it's definitely confusing having target and target
anyway
did you see the screen I posted?
yeah,
But not sure what you're asking
The contrast is bad, is one of the feet twisted or something?
My assumption would be for some reason it's applying those zeros when it shouldn't
Do you have a rotation node too?
not yet
Ah, didnt see that before I posted that.
Just looking for somewhere that might be a check box or something to tell it not to use the zeros.
It's set to bonespace?
alright that did something
and uncheck maintain rotation at the top there, unless you're setting the rotation too
err maybe not
Now you need to adjust the Joint Targets .
If you don't have anything plugged into them, you should be able to just move the locator in the preview window
I'm not sold the manually moving the join targets tbh
@scarlet birch I'd rather have a way to programmatically have them be correct every time
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.
I hate animating though, so it's not my strong suite.
wouldn't it just be taking the location of the join in the first place? and really IK only matters for standing still
so taking the rest pose join location should technically be enough?
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..
I mean this is IK here
so what's wrong with the idea of getting the socket location of the foot when it hits the ground or something?
For the joint target?
yeah
It would look really messed up
I mean I can see it being more of an issue in 2D, but in 3D the depth obscures quite a lot
how so?
Joint target is where the knee cap points.
I thought it was the foot in the case of foot IK
since the foot has to hit the ground, and the other bones adjust accordingly
so another thing
if your using world space ik targets
animation doesn't have to run before physics and doesn't always
so its possible that you run the animgraph before the position gets moved
working with world space in general is tough because of this
just needed to be mentioned with what you are saying
I switched it up to use bone and parent bone space
though I still would like to have some calculation for the joint target
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.
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.
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.
but if being one or two frames behind isn't a big deal then its not 🤷
cannot open input file 'wininet.lib'
Urgently need help, i keep getting this error on compile or when I package
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.
it would matter when you collect the point really.
per frame vs animNotify when a foot hits the ground?
if its in update animation event and brought into component space there, yeah that would be okay/the best possible thing
Which is the case.
yeah then your good, it just sounded like the point was in world space
theres just a lot of mines
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?
You don't want to apply the IK with a notify. You can use a curve to set the alpha though.
@rotund scroll p@t helped me with that recently, look at how two bone ik does it
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.
But its bad for legs
I used it for arms
For legs just put absolute numbers in, it'll still be accurate to the animation
@mint sequoia what do you mean?
I mean that two bone ik has a function that literally computes the correct pole vector angle
And that it doesn't work well with legs
meh
Yeah Cranz, its quite easy to make new nodes
like it takes a bit of files
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
you'd need to also make a graph node type but this is pretty straight forward
I think for the average UE4 user its reasonably advanced
Making an editor module and anim graph nodes
Once you've done it once or twice it gets quite straight forward though yeah
yeah, speaking more of end of the rainbow haha
like once you do it one time, it is pretty straight forward
I started out making new nodes in blueprint function libraries. It was a nice entry point to editor modding
So I have heard that Epic personnel occasionally hang out here?
Thats not actually editor modding 😐
no its an entry point to it
They do yes
so doing in BP exclusively is out of the question?
It'll never be something you can do in BP ever
I'm interested in becoming a Marketplace creator. Is anyone here on the Marketplace and can answer some of my questions about policies?
You can read the guidelines here https://www.unrealengine.com/en-US/marketplace-guidelines
maybe some day if you forfeit the fast path vaei
Thanks @mint sequoia . Are you on Marketplace yourself?
I submitted my first plugin today, so no
have you seen that video on fortnite anim bp? - its comprehensive
I haven't
I badly need to network with Marketplace makers
Hmm I don't need to network though sorry lol
In this talk from GDC 2019, Epic’s James Golding, Laurent Delayen providet a roundup of all the latest animation features built for Unreal Engine over the past year, including those created for Fortnite that have made their way back into the tools.
Learn how new features a...
It doesn't have to be you, I'm just putting it out there 🙂
You're not really putting anything out there though, need to be a lot more specific
I'm assuming that despite the purchase of Quixel, the prohibition against reuse of Megascans assets in third-party packs remains in effect
Likely if they're licensed solely for UE4
Oh, I have an environment art pack I'm working on; about 50 different ground PBR textures to start with, full maps
The Quixel thing was my only specific question, but it's also nice to hear about others' experiences on the Marketplace
I'm a refugee from Unity. 😄 This was all intended for release over there
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.
@cursive dirge ^ do you agree with that
UE is very nice so far!
grr unity
That might have been something to lead with btw
I made a semi-procedural locomotion system, definitely don't know about making that stuff
That roughness looks plasticy
And the trunk/branches are glowing
yeah, i like it
While the leaves are near black
This is all extreme preview 😄 I agree, all material values need serious adjustment
Like I said, I've just started porting over, been on UE less than a month total I think, so much to learn
rn i am trying to make a clay like affect on everything for my game
You have pbr in unity, shouldn't be that different
Say that again after trying it 😄
Clay doesn't have that roughness either at all
ik
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
I'm trying to convert a tutorial in blender into ue4
Their shadows are unstable, badly fitting. The ambient occlusion is also unstable. And their default texture interpolation is just lacking compared to UE
I don't mean to disparage anything or anyone, I would have loved to have it be usable.
Nah, I think their actual interaction frameworks are pretty good
kinda does though, unless you're making mobile
"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 😐
it sucks on all platforms really.
I wouldn't know, I haven't used it for years
It's not awful, except where it is
but man I fucking hated its guts when I was
laughs in GOG
it teaches you how to do everything wrong
The shadows and AO are nooooooot good for those aiming at photorealism
@normal burrow now this agree with
people coming over to UE4 having unlearn shit because of bad code practices
UE can do realtime near-photorealism these days with ease. Only a few Unity teams I have seen have achieved it
that's shitty
C# is not better than C++, that's why IMO 😄
@rotund scroll To be fair you haven't seen how unreadable @normal burrow 's code is ;p
On multiple inheritance, from a great coder I knew: "You barely ever need it, but when you need it you really need it."
that's a side point tbh, even in C# you should respect good code practices
yeah unity will do anything to make something easier to document, even if it makes no sense
C++ is a no-brainer motive to go UE4
i like templates
imho
You don't have a lot in the way of multiple inheritance in UE4, other than interfaces
Its component based 😄
yeah c++ is great
hey. any blueprints pro here ?
Sure, but if I want to code something of my own in C++ to use that's MI, I still can right?
need to ask some questions
I mean you are going to have independent class hierarchies if you're making a game, even if components are a thing
Or UObject
or ECS as a whole
Hmmm, interesting
any??
@torpid bluff there is also #blueprint
yeah I hear reading #more-resources is out of fashion, let alone checking out the channels..
I legit don't know how people miss those things
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
No one wants to respond to 'are there any blueprint pros' etc
but i mean at least he wasn't asking entirely in the wrong channel
unlike the people who post blueprint questions in the career chat
i just wanna make some conversation with someone that might be inte¿rested
there should be a button to stab people over the internet for those people
to exchange ideas n stuff
Just start talking about the topic then
Its a confusing thing to hear someone say otherwise
@scarlet birch it doesn't seem to work with lining it up in the preview, since in game the result is still wonky
I swear IK will be the death of me
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.
@rotund scroll do you split upper body and lower body animations?
if you do, can repurpose the hand ik bones as joint targets for feet, and feet as elbow etc
so in your animation files i mean, if you use the opposite ik heirarchy to do the joint targeting
assuming you have joint targets in the animation rig i mean,
so just use the socket location of hand ik for for foot ik joints?
that is what i've done before yeah
then being able to control those points becomes a bit easier
oh so you still have to modify them?
well, in blender i'll make a script to constraint them on export for upper or lower animation etc
but yeah i mean
when you twist the ankle out with ik, you do want some rotation around the knee-out direction
not sure I follow
think of a ballerina with the foot fully sideways stand thing
the rotation of the ankle requires the rotation of the knee? I suppose that is correct
on an animation not-this-way
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
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
I just figured the solver would do a lot more of this automatically, or that you could somehow just automate it with some math
certainly could yeah
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
I suppose I shouldn't be surprised that there is a lack of functionality for this in BP though
without joint target it just uses this plane
thing is
its written like it runs on the gpu
so if join target is (0,0,0) it uses that plane?
but its really just 1 thread per 1 animation instance
no
you turn off joint target on the control
I don't have that option... in BP at least?
on the two bone IK nodes it always requires a joint
you can choose to not expose it
it lets you provide a vector as well i think instead of bone
do recall the option to ignore it is strange
I think you need a vector regardless
that's kind of the issue
I'd much rather just use two actual bones and let it figure out the rest than me artificially adding a joint
you just uncheck allow twist
er one sec
looks like you just use the lower limb location
as in, socket location?
which would constraint it to the same plane it bends along
yeah
in component space i guess
socket location only returns world space coords though
so on the anim node you set it to calf
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
(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)
in bone space then, or parent bone space?
@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
or sphere, I don't discriminate
component space does not give you option for bone?
Yeah that's pretty much what I'm doing, but I need some way of referencing it from my BP :)
I can't think of any other way of getting a ref to it than using a tag :P
i guess bone space yeah Cranz
@exotic thicket usually you'd add the ref in the level blueprint and use it that way
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
@normal burrow you're still not getting around using a vector though
vector is in bone space
which gets converted to component space in the code
so 0,0,0 would be origin of the bone
@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
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
ok at least the IK looks normal now when not in use
it's still not IK'ing correctly though
how so
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
hm
is half life 2 in VR now ? or is that a hack mod only deal ?
maybe your calves are flipped?
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?
they aren't unfortunately
sure its not parent bone space?
isn't it just pressing v?
its not V no
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
@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
how confident are you that your knees bend consistently on the same axis in all animations cranz?
@rotund scroll i was going to use enums, but I saw unreal tournament use uobjects for weapon states
I can't say for certain
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
yeah. just was gonna say you could specify the calf location in parent bone space
@earnest pawn no idea, but thinking about being able to mod before you've actually made the game seems a bit far fetched
the times where it looks wrong are basically only when fully extended?
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
anyone tried the new landmass plugin?
how would one go about creating a health hud that is always the same size, always facing player, and occluded when behind other objects?
i attach my hud to my player camera.
yeah, attach a widget
occluded huds would probably be really annoying. unless you have a great idea i didnt see.
@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?
got any examples from other games?
heads up display . or healthbar, yea those work for npcs
oh so you mean a health bar above an NPC head?
occluded works much nicer on npcs , often better.
@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
my skeleton spawns a blueprint called hearts, then attaches to component. but there are probably much better ways
@rancid lynx was the heart attach example meant for me? I'm not really sure how that would help :S
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.
can we confirm what you want first? something like this?
youtube search "wtf is attach" , he makes lots of nice videos. Ryans answer is most likely much better.
@plush yew yeah exactly. With limitations said above though, but yes
well i think if its an object attached to the npc it will always be occluded by other objects by default
perhaps I don't want it to be occluded by everything btw, not really sure.
so you want the health bar to always be same size on your screen, regardless of distance
that is how they usually work no?
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
how do i get UWP export in UE4
nah that's ok explanation should be enough. I'm assuming you didn't use a screen space widget then?
nah, anything attached to an npc will be attached to the npc component
you mean you didn't use a widget component at all 😮 ?
.. why not use the widget component? it was designed specifically for that.. 😐
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
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
i guess you will need to be running a check, constantly, and if the npc gets occluded, you switch off the health bar
mm yeah I can do that too actually, that's a better idea :p
yup, got it ready as well. I'll just do it on my derived widget component. Thanks 🙂
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
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
I think it's this
Check it out
Yeah you need to sign up first and then ask for it or something like that
Anyone know a way I can pause like music playing, and then play it back from that spot?
@lime gull Audio component pause/play ?
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)
define "save"? I think there is some what to make actors persist across levels loading if that is what you mean
Uh Like youre 30 seconds into a song
Can I save that youre 30 seconds in and then play from there
Sace the played length in game state?
Or whatever it's called persist over level changes
@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
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
What do you mean?
@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.
So save the pause time and then set the start time from there?
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?
Im just using the Spawn audio and then putting in a cue
Does anyone know how to implement LUA into an unreal engine game
So how do I save the paused time?
@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.
I thought I was starting to understand blueprint interfaces, but then this shows up. brain.exe has stopped working
@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
@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.
yeah alright
In my first person playercharacter, how do I see the default movementcomponents, I can't find them
I can't find these tabs either
ping on response pls
@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 :)
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
mine looks like this
Thanks
is there an easy way to use http get requests on a blueprint?
https://www.unrealengine.com/marketplace/en-US/product/http-blueprint-webcommunication this is all I could find but thought there was something built in
What's easier? Making an account/authentification system, or just getting SteamIDs and using that?
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
Probably steam ids @modern sinew
Will likely still need to use steam ids, for steam features
so if I'm making an online game, that's easiest?
Online game?
yep, I want to try and make a simple multiplayer game (as much of an oxymoron as that sounds) and build from there
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
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?
Not a requirement for mp
I guess
I should probably get multiplayer working before authentification
but since the tutorial is a minute long I might as well watch lol
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?
does UE4 have any prerequisites for
windows 10?
All windows updates are applied ..
Is it harder to have multiple servers for a game than one server? Any advantages as well?
It kinda depends what you mean by multiple servers for a game
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
Right
In that case it would mostly be a question of availability and ability to handle load spikes
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
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
couldn't you just go "when the player touches this invisible wall, put them in this level"?
Sure.. I think that's sort of how EVE does it except they separate it more by system
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?
Sure
would splitting the world into different areas help with lag and stuff, even if it's all run off one computer?
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
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
I'm not really an expert on that particular issue but it would probably make it easier to work around it at least
wait, if you have the camera centered on the player, can you have players farther apart then that actually?
(there are other things you can do like world origin shifting)
can you shift the world origin for two seperate people independantly
I wouldn't think so
but maybe?
I recall Kerbal Space Program also did some interesting stuff with simulating and rendering different areas of the world at different scales
yea I have no clue how they do all that ll
there's a few videos about it on youtube I think but it's fairly technical :)
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?
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
then is there anything stopping you from having massive worldspaces then? like moon-sized?
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
Well at long distances they wouldn't be interacting, yea?
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
hey folks
hey guys is it even possible to grab a static mesh from the editor ?
What do you mean.
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
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.
What's the name of the function?
I found load class asset blocking
by path would be great
It's on the AssetManager, I think. Load Async. You load from a SoftObjectPath, which is essentially just a string.
do you mean reference or are you trying to get it like in the content browser?
@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
How many different options do you have?
If it's not too many, just make an array of those.
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 ?
If you don't do the array approach, you're going to run into problems. Not particularly difficult ones, but unexpected ones.
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
None of this is really a performance concern. Just a workflow thing.
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?
Wrong function, I think.
there's a create object from class or something like this if you want to create a new instance of it
@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
Oh, you gotta find those specific Static Meshes. You said you wanted to find those by prefix. You load after you found those paths.
it can be either by prefix or path
If you already know the path, just create the SoftObjectPath/array and plug that into the Load Asset node.
Hmm... it appears that that isn't supported in BPs. Very strange. 😦
my map is crashing because its trying to load too many shaders on open. any way to pre-generate them?
My guess, view the reference map of the map, and manually open some assets before you open the map.
well, even right clicking the map file, tries to load it and crashes the engine
maxes out CPU/GPU
That doesn't sound right. What is the reason for the crash?
It shouldn't crash just because the CPU and GPU are burdened.
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
Check the logs.
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
@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?
I don't know much, but the people who do know a lot talk here quite a bit.
Also, the documentation is not that bad.
https://docs.unrealengine.com/en-US/Programming/Assets/AsyncLoading/index.html
@dim arch unless you’re assets are under source control. Newer versions should always be able to load older assets just fine
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
thank you @dim plover
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
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
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
Did you get the crash stacks to report them to Epic ?
hmm... Epic staff still on holidays?
Go ask them?
at least in Finland we have a day off today 😛
Sweden too, but here in Norway we have to work 😦
haha
Is the new(ish) megascans thing free and how do I use it? Those models look nice
I have seen several tutorials over internet. Maybe one of them will do.
ok
any1 use quixel mixel? kinda stuck
@dark rune go the quixel web and login with you epic account in megascan
Hey all i'm having some issues with my pc automatically restarting during packaging.. Anyone got any clues on how to resolve it
can you commercially use quixel megascans?
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.
Hi guys!
Can some one tell more about Dynamic Instancing added in 4.23?
How to check its perfomance and maybe some command lines?
It's 4.22
Some details here : https://www.reddit.com/r/unrealengine/comments/bjb60j/422_auto_instancing_what_is_it_is_it_now_better/
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
Pretty sure r.MeshDrawCommands.DynamicInstancing defaults to 1
Try setting it to 0 instead
<_< no matter what, the docs.unrealengine keeps converting to japanese
sumimasen
I guess someone googled too much Japanese VFX.
What are these called?
but they are so sugoiiii
kawaii
'called'?
@vale crane Is your scene complex enough that it should benefit from auto instancing ?
What do I need to type in to get those floats?
@cloud cobalt hoo complex it must be? I just try it on 1000 similar meshes
Idk i'm new as you can probably tell
@vale crane Should work fine then. Did you try with 4.21 vs 4.22 ?
there are a few things you can type to get them to appear
You can type the actual symbol or the name of the symbol
@cloud cobalt im try tight now only on 4.24(
how tf do I box select actors in the viewport
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?
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
so much fun watching ue4 compile shaders
it will finish compiling them even if you don't watch 😛
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 🙂
faster CPU, faster hard drives
as i thought a bigger box
CPU mostly
more cores of higher clock frequency?
my disks seem idle
4 cores are running at 60%
Does anyone know where I could read about suggested folder layout?
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
Hey Guys, Quick Question, Is quixel bridge working with 4.24 now?
heh, weird
I get notifications when someone is tagging moderators
lol
I am a moderator myself I guess =)))
do you maybe have a custom highlight on the word moderators?
is that a thing in discord?
Idk never set up anything like this
Ha, Romanian!@chrome ivy
@chrome ivy you could try turning off notifications for this server entirely
see if that makes a difference
@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
anyway use breakpoints?
also you could totally consolidate those two branches into one with an AND bool
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
@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
yep I've done all debugging to what it could be to my knowledge
so what are the values of get camera rotation vs camera rotation?
P = -10 Y = -27 R = 0
How do I get notifications on moderator tag? 🍿
By any change is there an updated article or documentation on the UPackages, want to know why and how it works, have only old info on hand: https://docs.unrealengine.com/udk/Three/UnrealPackages.html
Oof 👍
why aren't you using breakpoints though
seriously
I can't tell what's going on there
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
even so, you can check the values in scope when you have a breakpoint
which match the exact value's I have put as needed
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
Can you make float comparisons like that?
Oh, may bad, misread it. Thought he was doing something like if the pitch was == 5.
@rotund scroll It was a sequence camera taking the player's camera manager
as far as I understand it's a threshold for float accuracy
cool, glad you fixed it
Hello, how would I take multiple blueprints, static meshes and text renders to all move as one in another blueprint?
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
@gilded lichen manually copy paste. there isn't a refactor function unfortunately
what do you need copy and paste? I cant copy and paste into a blueprint
nvm
just going to use level blueprint
@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
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!
Yeah the engine has a lot of neat things to tweak anims in editor
Which helps when working with marketplace stuff
@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?)
Is it possible to have multiple content browsers open?
yes
Ah yes, i was just blind, thanks
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?
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?
is it just me or Epic made UE4 roadmap on Trello private ?
nm, I think it's just Trello farting
@true finch which version is it? Maybe try another version?
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
I don't think this specific problem is like, UMG only though
Hence why I posted here
But thanks!
no problem, there are specific channels
imagine everyone typing in the same channel :)
hello,can anyone help me with making a redeem code system?
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
@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 : )
@jolly slate yes, this is the log, maybe someone that could help in a specific channel would know what that means
facepalm I still don't know which specific channel this would go into as I have no idea what it's even referencing.
Nevermind.
Yooou have a bit of a hard time listening don'chu.
Just nevermind, I'll go ask on the forums instead.
you said is related to umg
has anyone else put unreal engine on a ext drive/storage device
damn, why?
I had a dumb student do it. It was very slow
It runs like a 90s router. Very funny to watch 😜
lol
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
@dawn gull i don't understad
understand exactly
but can we talk in dm, maybe i can help you?
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
@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.
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
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)
commit is fine for me, are you logged in?
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
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?
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
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
@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
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?
turn the subsystem off
The steam subsystem is required for my game to function correctly.
What does the log say?
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.
The only error I can find is "Fatal Error!". Keep in mind I'm testing in a Standalone Game.
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.
has anyone here had any stuttering issues with UE4.24.1?
Standalone or not there are logs.
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
the trick is, don't. It's a horrible effect that makes people like me feel annoyed :p
Could someone point me to a guide or tutorial on creating classes for an mmo ( i.e. mage, warrior, etc)
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
@kindred viper thank you
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
When is the free monthly content coming?
who'd have thought there'd be so many view bob connoisseurs
@stuck anchor should be tomorrow ( 1st tuesday of the month)
okay thanks
What's your code like ?
has anyone tried to combine skyatmosphere from 4.24 with the bp_sky_sphere?
with bp-sky-sphere, skyatmosphere is hidden
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
Hello, why cant I see a widget at in the world but I can in the blueprint editor?
i followed a tutorial but this doesnt work
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
@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
i have set the key in the action editor
Umm
so what does the Crouch and Un Crouch do?
it makes the player crouch and uncrouch?
it might. how do you know it's not working
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?
I would guess that's more or less an animation thing
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
because you want to make a fps from scratch
Yeah, sounds a bit like "just want to make a satellite from scratch"
Games are hard, first-person games harder
i meant at least basic movements
Take a look at the templates and look up some tutorials. thats a good start @viral flame
i looked one up
guys i need help my blendspace isnt working properly
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
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?
on another note how can i draw an outline on a rectangle
Maybe its not going back to idle? Is the blendspace idle-walk-run @stark marsh ?
yes, and strafe left and strafe right aswell
Could you send a screenshot of the blendspace?
how do i import custom images to ue4 so i can use it for a crosshair
Drag/drop into the content browser or right click and import
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
When you simluate the SpeedForward being 0 does which animation is it playing then?
how would i do that?
Hold shift and drag the little dot around in the blendspace
idle plays when im at 0
thanks now i want to fucking split my head in half
i might have found something that is casusing problem, maybe
yeah every time i try to drag the png file it just says import failed
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
its weird your min speed would be negative
When you are standing still it should be 0
Try making a simple 1D blendspace from 0 to your max run speed
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?
texture for the map image?
maybe a screenshot of what that looks like for not letting you select?
we dont really know what that means so screenshot?
it looks wrong for the scene capture
something like this
yeah that is not a texture 2d
I think we are all lost lol
so in your drop down is no images?
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
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?
for that to work dynamically, he would have had to populate a TMap with LevelName, LevelImage
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
help i lost my blueprints
like literally lost them on the canvas
how do i find them?
anyone?
@gilded lichen you are adding a vector to its current, instead of starting location there
oh, so it keeps adding that amount to it.
oh you double click it
ok thanks
so it looks like you missed a part
I dunno but you skipped 1 part its possible you missed another
Does anyone know how to switch the current loaded map to a listen server without reloading the map?
prefab level pieces used to make whole map, can it be done?
i have made a widget but how do i attach it to the actual hud so i can see it and all that