#ue4-general
1 messages · Page 622 of 1
@grave nebula I'm ok with options: what are the params that I need to implement a blur like I used to in an Aim Down Sights
@latent moth Camera focal distance and aperture.
cannot reproduce needed effect though in ADS. Thanks anyway.
No clue what is ADS, but yeah, you can get quite good sight blur with circle dof.
I'm talking about this: https://www.youtube.com/watch?v=7IRstJOoJE4&feature=emb_logo
Even simpler than before. Just set focal distance.
i've tried, it does't work for some reason:
let me rephrase that. it works, but since I have a gun in front of my camera, i need to reduce the amount of blur in front
it doesn't work because that struct probably isn't being used anywhere?
ah wait, no, that looks like it should work
misread it
Aim Down Sights
OOF THATS HOT
looks amazing, ship it
guys i have actors like coins right? and they have particle effects right? and also when the particle effect appears the material turns very emisive but when i collect it it doesnt turn back the problem is that ALL THE ACTORS ON LEVEL get +50 emisive
i only need the one that juts did the particle effect
any way to fix this
HELP ME
you sound like you're drowning
yes i am
have you tried wearing a life vest
I'm not a 100% sure but I seem to recall reading something about instanced materials?
Maybe that's something that could help with the issue of everything getting the emissive bump
it's almost as if you can create as many material instances as you need and expose values to them to modify them as you see fit
i will hard researc that thank you
@latent moth For best effect, focal distance should be distance to the target or otherwise any far away focal point and aperture should be larger so you don't turn gun into blurry noisy mess.
here aperture is already 12.
and yes, focal is updated as per the code above
¯_(ツ)_/¯
targets not reacting to hit ue4
Why does ue4.24 force me to have steam VR open when I have Oculus HMD's?
Something about oculus having their own engine build
that is some aggressive blur
I don’t know myself stuff with VR but have heard to get the latest oculus stuff you need their maintained build or something like that hatter
Yeah 4.23 runs in Oculus. 4.24 forces Steam VR open and runs though that even though that is running off Oculus... They have just added extra steps for no reason.
Also I just went and uninstalled Steam VR. UE4.24 launches just fine without it. Wondering now why they make Steam VR pop open for no reason.....
For anyone who was interested in my bug from before I fixed it. And what I discovered is that sub-levels when using world composition will stretch to try and fit actors in. And increase their extent. So if you create a spline or something and stretch out past the bounds of the sub-level. The sub-level will grow to match it.
Ohh and the steam VR stuff has been going on for a while. Back in 4.21 I was using a plugin to allow steam called advanced sessions. It was also opening up steam vr if a person had a vr device plugged in.
reading up: loss of other DoF options really sucks.
also using gaussian for a stylized project
I enjoy the new dof. It doesn’t replace old methods entirely?
Yeah, they removed gaussian from PC
Er I meant it doesn’t properly replace them?
Missing features from old one that make it incompatible etc?
The old one is gone
I understand that CircleDOF is super-fancy and has all the bells and whistles - and I appreciatte that, but CircleDOF can't do blending or summation between
And yes, some features didn't make it
That’s a shame
visible
true = visible ok
...try it and find out
Honestly removing features has some merit - UE4 has a lot of features that flat out don't make any sense anymore and they should be doing more removing. Removing stuff that's very work-in-progress yet though...
Yo is there an option to make an skelet for a static mesh because i downloaded an fbx motorbike and i want to do physics
Or things that are just poorly maintained BSP Cough wheeze
Think LPV, etc
Hell, if light actors alone could be upfront about which settings actually work depending on which mobility, we would be better off
Still unable to fix this:
Skeletal mesh inside a blueprint, added to a sequencer
can't get animation to run on it
is this even possible?
sequencer can be buggy at times, I remember it would refuse to add camera actors for a level file, but would work in another
you can try using an event track, to grab that actor and trigger it
make an event and send the object reference in and then activate the animation or sth
hmm, I'll give that a go - I presume that would leave me without the ability to scrub through animation
which is sort of the whole point of the sequencer
hi I'm trying to figure out how can i press a button in the pawn character to posses anyone that can help me
Hello. I want the tree to have auto LOD settings with LOD 1 as the starting default. How do I remove LOD 0? It is too high poly for my requirements.
it grays out
hi ppl, sorry, this is a liuttle Off Topic, but wat text do i message UnrealBot to start an ad in Looking for telnt? plz i just got over the flu
its for an unreal projkect that needs help, Roalities if grant by epic is avail
lol
@alpine elm Not sure I understand your order of operations here...you're trying to possess a pawn with a key press...but you haven't possessed the pawn yet? You would need to put that input in the player controller, not the pawn, to make that work
@near notch it seems lod auto is greyed out? i recommend exporting to something like Blender, the static mesh, and optimizing, Blender is free and very useful, tutorials on YouTube for it
Why don't they use Bokeh for DOF and simply modify the geometry of the math?
@near notch It is greyed out because I chose custom lods. I will try the blender option. However isnt there a way to reduce the default LOD poly count or just disabling it altogether?
hmm, i don't thik UE4 really does any modelling, even if you converted to additivie brush it would be stuck with tris and verts as-is
you can try HLOD , i would google it, and maybe if there's an option for distance simply convert to HLOD when not in direct use
ie. when you're not using the meshes as gameplay models, it's an HLOD, which merges meshes, and it has an LOD effect
hmm, i havent used HLODs before yet, but i think you might need to model the HLOD too, so that would leave Blender necessary as well
Sorry, I didnt mean modelling, just any options I can fiddle through. I tried to disable auto LOD and use a single LOD but it reverses any changes when I close the window xD
Did they remove camera shake? I don't have any options in my camera shake blueprint
well i know you want to reduce the hit the system takes due to poly count, in any event remodelling the mesh and maybe using HLODs would be your best option
Thank you, will give it a try. Also my AI doesnt seem to be moving on my world composition landscapes? They work fine on other maps. My navmesh and everything is in place and they can even shoot me just not move
not sure about that AI issue, hope you fine help though
find
BTW LOD is usually set in the Static Mesh's Export from a modelling propgram
hmm, actually if you try setting the Properties of the AI to Always Spawn, try not to collide (and move, i think is the ssetiting) but that may not be the issue, it's a trouble shooting step
@upper heart Hi, what text message should i send UnrealBot to advertise in lft please?
how do I change the play rate of a animation through blueprints?
@verbal oar talent
not !something?
@verbal oar Thank you again.
no, "talent"
i se, lft works too, i went back through my DM's i have 2 projects, one sort of mini and one like a AA A title if we get the needed help
NP @near notch
Maybe a stupid question but - I got something from the marketplace written in blueprint and don't really like how they wrote it. I'm much more comfortable with C++, is there any way to convert it to C++?
you may be able to export the BP and edit from there, probly no C++ but should be more plain text than C++
not sure never tried but UE is generally exportable
copy/pasting a mesh or pawn to notepad yields a string of text
do you guys have hints on what could be causing this movement on aimsets and when I start/stop walking? Animations seem to be ok...
https://gyazo.com/9b2ea79769a6d6832701f43e948c1f14
My 1st guess, camera alignment issue
camera is aligned on gun... you can see that the gun doesn't move
my second, is blueprint conflict, i had this when i used 2 versions in the same project of Player Pawn
blueprint conflict...?
ie with 2 updates of Char, Anim BPs i started to twich once i put together the Anim BP as Updated
yeah when an update of the Anim BP goes "wonky?" i'm sure i could replicateit ut the point is you might need to redo the cam alignment (even space is way out with large FOV to see if it still wobbles) and it it does, then it gotta be the anim BP
you insist on camera alignment but it has nothing to do with it, as you can see gun is always aligned. it's where the left hand is that is not consistent.
Can someone run Unreal engine 4.20 Ver game with AMD 5700X Graphic card?
yes but in some cases the camrra lignment will self-adjust, unless you're using 1st persson Cam? then that's liekly not it, i use 3rd person for my 1st PErson cam, because like Ghost Recon Advanced Warfighter series (GRAW, 2) when you look down feet should be visilble and legs, happens when you use a 3rd person with preferable not a head p[ice of model in the way, feet to neck model
3rd person self-adjusts, mentioned it as a possibility
here's what i have been following, qquite brill IMO: https://www.youtube.com/playlist?list=PLL0cLF8gjBprG6487lxqSq-aEo6ZXLDLg
virtus skips a lot of steps
also if you are a starter like me then use first person because third person animations is very hard
Any TrueSky users around? My DirectionalLight is incredibly bright after installing TrueSky, and the intensity seems to be locked to 24. Can't lower it.
jesus it made me wait 10 minutes
@forest tree
if you're still here
I believe the intensity is tied to the control setup in trueSKY
I had the same issue when I got it yesterday let me try to figure out exactly how I fixed it
I assume your auto exposure is off
How should I store money variables for multiplayer
@plush yew Thanks!
That would be fantastic
All I could do is change the "brightness" modifier on TrueSky, but that's a fucking hack 😄
I assume your auto exposure is off
Yes 🙂
Could you send a screenshot of how it's affecting your scene, just so I know it's the same issue I was having
I don't want to end up leading you in the wrong direction
I tried isolating it to a new map or a new project, but in both cases it just goes apeshit with the intensity 😄
Real weird
In TrueSkySequenceActor the Meters Per Unit is 0.01?
ow damn it
The three things I did to correct my issues youve already pretty much done
Aside from me also reducing texture brightness and saturation on my trees but they were too bright to begin with
I'll try to replicate what you have going on still
It's just weird as hell that I can't change the intensity of the directional light
Brand new project, new map and I initialise TrueSky, everything is SUPER bright
Smells like a bug...
If you have trueSKY initialized you wont be able to change the directional light intensity
as the truesky actor controls it
So when you change the time in the slider it'll affect the intensity
Can anyone help me with a liquid-type thing in my game? Basically, I want to throw/shoot a piece of fruit and it splatters on the ground. (Think splatoon, it's a gel-like liquid that can maybe merge together.) I just don't really know how to go about this, do I use mesh? materials?
Mine's also at 24lux at midday setting
But you're right mine doesn't look as bright as yours
Although my scene is nowhere near as big so I can't really compare yet
Not until I fix this damn Bridge export
Oh it's the same issue with the unreal test map @plush yew
Small maps
I wonder if it's me making a stupid mistake somewhere, or if it's bugged...
Well in your defence, this plugin is very buggy
I do remember screwing with exposure settings, but on a new project those changes shouldn't have been present anymore
@solid sierra you may be able to leverage decals for this purpose: https://docs.unrealengine.com/en-US/Resources/ContentExamples/Decals/index.html
An overview of the Decals example level
Ah, it's buggy in your experience too?
Yeah very
I really want to love it, the previews look amazing
The water is great too, though KILLS performance
If you have epilepsy uninstall it now, because every time you change the day time it'll flicker like crazy
I haven't tried water yet
But yeah it's great, saves me setting up HDRs, which is basically impossible in UE4
I just recently switched from Corona to Unreal so I'm still getting used to it
because every time you change the day time it'll flicker like crazy
Wut? Really? I want to use it for day/night cycles.
It should be fine if you have code controlling it
But if you have the control window open it flickers
I had no idea what was causing it for like an hour it was driving me crazy.
😂
It looks so awesome with lightrays tho omg
eyes burn out
True that hahaha
lmao
ah, thanks @pastel glen
hey guys I did a project it has weapons, ammo, hud, animation, etc. I have decided that I no longer want third person. Is there an easy way to do that without having to restart? I'm new so YouTube video would help
It’s merely a matter of camera placement and constraints
I my character to only have arms just like first person content
I don't really want it to have a body cuz then I will need so many animation
You can create a new template using the first person character and look at how it's set up. You can migrate the First Person character into your project if you want to try and use it or copy your code into it for example.
like suggested you can change your camera placement in your existing character to match the one in the first person template then replace the mesh with just the arms
yes how do I remove the body and have just arms
hold up let me turn my pc and let me look at it
@tawdry heath so you wanna make it realistic first person camera?
no I want to copy exactly what the first person template has
Do what Matthew says
ye but how do I do it
You can import it directly from within the project
Look here
In this short Unreal Engine 4 tutorial I want to show you how to turn a Thirdperson Player and Camera into a First person Player for FPS games in which you can see the whole character.
See my social profiles here
G+: https://plus.google.com/+JayAnAm
Twitter: https://twitter...
Is really simple to make it first person
If you follow his instructions, you will get it
There’s a big green button above the content browser
You can import template from there
I thought you wanted to make a first person
let me see my game is already 16gb might as well
Punch it
how about I make a new project and just paste all blueprints in there. But how do I copy Variables and such?
Asset action >>> migrate
just do add new->feature pack -> first person shooter if your not on ue 4.24
hold up you guys might of just answered my question, let me try it
Well, we weren’t talking to a wall or spouting nonsense
hi I have a car and it has a targetpoint as child
and i have a volume in my level when my car drives into the volume
i spawn an actor and try to attach it to that point
and stay at that point in the car
but it completely fucks up
i cant get nvcloth to work in ue4.24, simple test runs fine in 4.23 & 4.22, but iin 4.24 nothing moves after painting the verts for cloth
@exotic otter Where is this code at?
level blueprint
beginplay
i bind the overlap event
to a volume
on enter
attacvh
but the attaching is super funky
from a volume
target point is a child from the car
its also in the level
the target point is a component in the car blueprint?
oof so your car is a blueprint in the level, then you added a target point into the level then attached it to the blueprint?
If you wanted a location from something in a blueprint, like an offset, you would typically just add a scene component as thats what they are for. You could add a scene component to your vehicle blueprint, name it whatever you want, and use that for your location
but your code itself seems fine your attach to actor might not have the correct rules for what you want
collision could also be an issue, we have no idea what is exactly happening in regards to "it completely fucks up"
Is there more than one trigger in this level or just the one and the one overlap in the level bp?
1
also... you have the cast failed as the event that fires after you check if it's the car bp
If this is just a one time thing and specific to the car blueprint, perhaps have the car handle all of this and not the level. If you still want to use the level blueprint and the overlap event, you can still do that part, but after the "is this a car, we want to do something" part just call a custom event on the car and move all your code into the car. Is the BP Simon Says a large or heavy blueprint or something simple?
pretty large c++ actor blueprint
Level Blueprints are dirty, if you say wanted to make a new level and do the same stuff in it you would have to copy/paste or redo all the code (it's not re usable or portable). If you put the code in the vehicle itself or put the trigger volume in it's own BP you can easily re use them
its pure for this level
but what happens is basically it being attached
but not moving with
yeah the code looks fine, so its not moving with its staying still?
yup
well relatively fine, I dont know what the spawned BP is, or its collision or movable settings
are we sure this object is not intended to be in one place and not move around?
so your car is not in the active level when you spawn in the object?
I would assume level streaming should not be the issue, more the item is either static and not intended to move or collision or some other setting. If the object is spawning in the correct place that part is atleast correct
but maybe the object spawning spawns in another level
how do i zoom to an object in the actor editor
my camera bugged
and its prob billions of units out
i dont even see a grid
click on an object in your world outliner and hit F (Focus) to zoom in
epic thanks
I tested and when I spawned in a new actor and attached it it spawned it into the same map as my character but besides that it should not be an issue
at this point you will have to go thru your settings on the objects and check for collisions and mobility and such. I tested and your nodes atleast look correct if they are hooked up. Spawn an actor in a spot, attach it to a component, and it moved with me. I had to adjust my mobility and collision but that was due to my spawned actor having settings that were not compatible which I assume your blueprint is already set up correctly.
any mobility would be on the top of the details panel, in the transform section
but as this is a c++ class as the parent and those are all inherited from the parent I don't know what will be exposed for editing, etc.
my collision wont work for no reason ive literally never had this problem before
its such a beginner problem wth
not asking for help just ranting
@grim ore can i set mobility of a skeletal mesh in c++
where is the modding tab in the ue launcher? some training videos reference it for v4.19 is it still around and if so where?
This used to open the project in unreal editor when I clicked start, what happened?
@tame salmon All of the items that were in the modding tab are now in the store if you scroll down far enough in the Browse section
yep yep
🙂
ty @grim ore
Mathew's videos are the equivalent of UE4 Bible. 🙂 a great resource.
Hey can I ask someone for so help it’s a small thing but I feel like I’m going bonkers over it
end up getting some ue4 in over the weekend matheww?
Dumb question here, but can I change the size of the transform gizmo in unreal? Like how in maya the + and - keys change the size?
Like I’ve looked all over the web before coming here. Say I want to edit a cube but specify I want to do so by selecting a face, edge or vertex, how do I do that. I’ve tried doing geometry editing but it’s not working. Pls help.
@normal burrow some stuff here and there, mainly prep work for work work this week
@swift hearth You can in the editor settings, you can also use ALT-[ and ALT-] in the viewport
Hey guys, I'm trying to have sprinting working in multiplayer, but my character jitters like mad. It works fine in SP, this is how I did (part of) the BP:
I feel like I am missing something silly. Replication maaaan 😄
@lusty saddle Are you asking about Geometry Brushes/BSP items in the editor or Static Meshes?
@grim ore Thanks! I appreciate it
actually, i was watching @grim ore ue training videos Comprehending Projects and File Structure when I had the modding tab question, and vid creator answered question , sweet
@tame salmon yeah we havent updated the older videos when major changes happen 😦
I don’t want to use brushes I Just want to move the face on a static mesh. I was trying to make walls but I couldn’t figure out how to select one face rather than the whole mesh.
I just got done with a sick ass video editing session bruh, next video gon be lit
@lusty saddle If you are using .24 or later you can enable the new Mesh Modeling Toolset/Modeling Tools Editor Mode plugins and use those otherwise the engine does not support changing Static Meshes like that
So, anyone enjoying the broken submit bug report button? Happy Monday 😛
I have discoverd a bug in 4.24.1 unreal keeps bring up the streaming level and light mass importance after you tell it not too
craaaap.... Editing the default cube with the new mesh tools changes the default cube in the engine content. I knew that would happen but didnt actually think it thru lol
oops
thankfully the edit is non destructive until you save
ctrl+z hit hit hit hit... lol A friend who is learning UE, kept hitting undo to try and fix something... I'm like nooooo!
heh
Nice to see that even the sage still find surprises in their work @grim ore 😉
the engine is sooooooo large no way to learn it all so always new stuff to find 🙂
Hey guys, I'm trying to have sprinting working in multiplayer, but my character jitters like mad. It works fine in SP
Fixed it. I added a client side movement speed increase event before I had the server run it. I'm not sure why that fixes it though. Can anyone comment?
Oof well I guess I’ll just have to scale the whole thing then cuz it won’t let me select just a face lmao. I’ll be fine. It was only slightly annoying.
the engine is sooooooo large no way to learn it all so always new stuff to find 🙂
Yeah, I've heard from multiple people that it was so overwhelming they quit for that exact reason. I enjoy the expansiveness though, feels like a never-ending toybox.
@forest tree When you have the server change the speed of the character on the server, does that change tell the client to update as well?
Good question, I thought that this would happen automatically if I chose "Executes on server" for the replication setting.
That is not the case, I take it?
I tried "multicast" too, but no dice.
depends on what you are doing to set the speed
ah so just setting max walk speed on the character movement component over time?
Not sure about the "over time", but yes
Hit shift -> increase max walk
Release shift -> decrease max walk
Anyways thank you Mathew!
yeah sorry assumed over time lol, anyways yeah that property is not replicated
so you have to change it on the client and server, or have the server tell the client to change it when it changes
Oh! I thought movement was replicated by default
movement is yes but not the entire component so the max walk speed property is not for example
Ahhh goshdarnit, I should have been able to find that myself. Thanks Mathew! Appreciate that a lot 🙂
yeah networking and replicating is full of gotchas 😦
always seems so complicated and it is lol
The joys of programming 😄
@grim ore u know about cloth in ue4?
@scenic hatch not enough to help
@scenic hatch
this is all you need to know
and all the information in the world
about cloth
@scenic hatch i've used PhysX clotch, its a pain to learn but worht it for characters
anything specific cuz there are some tutorials on YT
There is almost nothing on backstops on YT. but yeah there is one 3d studio max video that explains it. not as well as that picture but yeah.
This tutorial provides step by step instructions on how to author physcially simulated clothing pants using backstop offset and backstop radius. Backstop is a fast way to provide small degree of movement without actual collision volumes.
Prerequisite: http://www.youtube.com...
(that but in unreal)
just one tutorial i have seen, where thee tesellation of an object is inherently high so that the cloth simulation is accurate too
yeah backstop is like.. thickness of the lcoth and no one explains that part is all.
i see, ty
i always figured there ws some magic to why cloth reacts in 3D that way, i am guessing it's a buffer to the cloth object then
cloth
yeah you paint up to three params
i tried max physX but didn't get to deep, i'm a level designer and wanted wind-ractive cloth, but i thought it had to be cloth object and simulated until i learned about wind reactions in Materials
backstop distance, backstop radius and max distance
hey does anyone know what the node for materials is called that inverts things or makes them opposite to what they where? its got like a name of "-1x" i think but i dont remeber
i think thats oneminus @tawdry osprey
o my goodness thank you so much
thought it be multiply by -1.
maybe it's just me, someone please explain if there's a reason for this:
why do most anim packs on the marketplace have attack animations (melee) in which the character walks forward during the attack? I'm trying to put myself in the mindset of the animator deciding that every time a character attacks, they must also walk forward.
😩
🤔 hmm, true
I'm trying to use these for AI in VR and it's weird having them close the gap every time they come in for an attack but I do see what you mean
ue4 is crashing every time I import a certain skeletal mesh
does anyone know how to fix this?
check the logs and fix the mesh would be the answer
anything specific I need to do to make macro libraries show up in all classes?
currently those macros are not showing up
@rotund scroll are you setting them up in a BlueprintFunctionLibrary class?
macro libraries have a parent class they will show up under
@hoary silo make sure a material id is assigned before importing
I am using blender, and dont think it supports material ids
it does
HighTide found the fix for it.
@hoary silo if this is a skeletal mesh, make sure you don't have too many roots or armatures
we just had an adventure finding out the source of the issue yesterday
so others have been having the same issue
yep
huh
if it's complaining about array being out of bounds, it's a material issue
@winged crypt I set them up under the standard macros class
@grim ore show up how?
@rotund scroll when you created the macro library it asked you to pick a parent class, what did you pick?
Seems like everyone it happens to is running 4.24
@abstract relic its crashing without a log
im guessing its being fixed?
oh so you chose the All Classes -> Object -> StandardMacros as the parent? If so that would be why
so the class needs to be BlueprintFunctionLibrary?
no, if this is a blueprint macro library the parent needs to be the class you want to use them in
someone swap Mat null to Mat none. So it's reading an out of bounds array
Object works fine
a function library can be yes, a macro library has to have a parent class assigned to it
tho like was pointed out if you use Object you can pretty much use it anywhere
Yeah, thats what i gathered from it as well. Totally fixable inside blender by just.. uvs right?
object isn't valid, dammit
assign material in blender and it'll be fix
Object is valid, it's just weird because you normally restrict them to where you want to use them (actor, etc.)
if not, assign uv channel as well
no I mean it doesn't show up as a choice for the parent class
well yeah
you likely have to start over cranz
then no it wont work, you should create it correctly
is this an engine limitation or why is it an issue to reparent to object?
kind of lame that theres no branch between actor component and actor
oop is hideous like this
does it need to be a montage?
if its a sequence
you right click the node for it and convert to evaluation
it will be in seconds though for some reason
if its a sequence player node in animgraph, right click it and convert to single frame evaluate
then you just hook in the time
The lead animator for epic did a tutorial on it with a paragon character to have him scrub through an animation to turn on the spot. Wish he'd shown how to make that bad ass animation to go with it -
is square distance cheaper than distance even if you have to square the other number for a comparison?
cool thanks
you may lose precision in it but its not a huge consideration more than likely
Has anyone ever tried to do an eqs type test from a static actor? Basically I want to calculate where the player is looking and spawn enemy out of view and not inside a wall or whatever
Guess not lol
i dunno how the visibility in ai works. but its a thing
I have an enemy spawner BP I'm trying to make more versatile instead of just spawning shit at Target points
It's for a TP brawler
Yeah I'd make it a skel mesh. Simulate physics or physics handles might allow you to do something, or perhaps have the fish get your socket location on tick and have it interp to that position? 🤷♂️
If it was physics handle setup, perhaps it would look nicer as the fish can be given a weight and it might feel more natural once it gets out of the water
Little bit of bounce
Just exeperiment
Yeah and it's fun stuff 🙂 I did a physics handle setup with a petrol pump so you could hold it and use it like a flame thrower and as you moved the hose dangled around like in RL
Only problem was once you reached the extremes of the hose the handle would leave your hand. But I was a noob back then and could probably fix it now haha
No problem @plush yew 😁
Hmm. Just signed into the launcher to find that it's decided I don't have any engine versions installed. It also seems I can't get 4.24, 4.23.1 is the latest it's showing. Anyone got any tips on wtf is going on ?
Click the little drop down in the engine launch button and you can choose a version to install
So + button, go to engine Install, dropdown on the install button, choose a version
Boom
quick question
i got my cloth material setup with wind, its working decently
but it seems almost like one part of the flag is like "stuck"
as highlighted in this picture
that part just seems to not move at all really
If I have a BP actor that has active event timers and I disable tick,
I still need to stop/pause the timers. Is that correct?
I mean that disabling tick will not stop the timers is my assumption.
I would, just to eliminate any loose ends
I accidentally closed a tab in the blueprint debugger
how can I ever get that to open again?
@scenic hatch your max distance isn't high enough i think
@normal burrow what max distance?
when you paint on the flag
did you use 100? it looks like you need to use 1000 or larger distance ( I have no concept of how large that flag is )
where are plugins stored? (in filed explorer)
found it C:\Program Files\Epic Games\UE_4.22\Engine\Plugins\Marketplace
@normal burrow u mean when i use the "Clothing paint" tool?
He's saying it looks like those verts aren't weighted for cloth
When you look at the mesh in the cloth paint is it all one color?
how subdivided is the mesh?
cubes?
you paint vertices
you just need to increase the value your painting for max distance. the part far away from stuffhas to move further to bend down fully.
this is while im painting it using the cloth tool pat?
just paint everything except the verts that connect to the pole 1500. Yes
max it goes is 100
it defaults to 100 i think, but its cm, not percent.
and i have done that already
you can enter higher values than 100
its a type in on the panel
anyone know how i could do something when a line trace by channel ends
a veritce can only be wieghted 100%
like, when an object goes out of view instead of coming into view
it still sits unnaturally like this, even when repainting it at 1500 @normal burrow
its almost like its pinned up in the top right corner
Is the whole thing pink in the painting window? The image you showed before was only partially wieghted
how big is the flag?
1500 is not big enough then
oki
60000 maybe
This is not correct. You can fill it, or paint. Brush size does not matter. You are painting a value between 0 and 1 for how much the vertice acts like cloth.
nah
you define what white is
white is just a color to display a number here. literal values go into max distance
white is whatever you set View Max to @scarlet birch
He could have just selected fill.
It still represents a value from 0 to 1 though with max being 1.
no
the view max makes no difference at all
just the colors shown to you
you paint in cm
Its not a mask
goes directly to vertex data
how come placing 1 small wind thing has the biggest radius ever
even when its set to 0
have not played with wind haha
tried placing a flag on the other side of the map and its still being effected by the wind
crazy
I see now.
its super confusing
I had to reread the code. It's been a while
Is there a way to run build many maps at once?
would lag
doubt it's worth it darius, or just make one big map oout of many small ones if low detailed, (polygons, Shader depth low)
darinius sorry
wind is magic in a sense, it is just global no matter where placed, based on direction
WIP has some really cool level design info about volumetrics that i commented on, so i have some examples ther,e to show a sample of what it can do, the issue came up when i commented on someones work, i though of it then
Can anyone help me figure out what's causing this crash? My editor crashes all the time now (since the last 2 weeks) with this error...
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 372] SwapChain->ResizeBuffers(0, SizeX, SizeY, RenderTargetFormat, D3D11GetSwapChainFlags()) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:273 with error DXGI_ERROR_INVALID_CALL, Size=678x256 Format=DXGI_FORMAT_R10G10B10A2_UNORM(0x00000018)
I can't find anything useful with a Google search
i suspect a driver for VGA issue
or a Dx setting you may have
D3D is gfx card related
you have Dx 11, is developing in Dx9 and coding support for Dx11/12 (either) before cooking an option?
otherwise i don't know but a reinstall of drivers might fix, then submit bug report, doesn't matter what else i think
@zenith night Read my diag above
might help
Also has a diag error for RGB settings or functions in the 10's
@sinful osprey I'd update your video driver and increase the TDR delay. You'll have to google it but substance has a pretty good write up on their site how to do it.
ty nice
TDR delay? What's that stand for? I just rolled back my drivers since they are recent and it started around that time. We'll see, but I'll check out the delay thing. thanks
hmm there should be a plugin for major 3rd party (not EMP)
plugin check box for diag related Discord questions
liek the role funcktion
or a funckiton to message like @ a L L
@verbal oar i work with individual levels and UE4 constantly breaks the Nav Meshes and they stop working randomly.
so thats why i wanted to know if i could sequentially build them.
@sinful osprey https://gamedev.stackexchange.com/questions/71451/how-to-debug-dxgi-error-invalid-call-errors
hmm, maybe level stream on a very low square radius of levels, like behind cover is a level stream, maybe that could workaround?
so in the city, intersection to another, is one level, around the corner out of view is another, but need to be careful of mission levls
missing levels (not appearing on time
inside my player controller, how do I get the movement component? I'm trying to get running to work and I think I need to get that movement subcomponent and change the MaxSpeed, but I'm not sure what the call is
@obsidian lily Your pawn should modify its movement speed, not the PlayerController.
But to answer your question, you will most likely need to Cast your Pawn to the correct class, then use the GetCharacterMovement node.
yeah I wasn't sur I was doing it right, I just couldn't find a better example -- I wantthe movement speed to change when I hold shift, so I set up a key bind, and hooked up the event on the player controller -- what should I do instead?
also, why doesn't the movement class already have the concept of running built in? it has things like swimming and flying and crouching, but not running?
Walking and running are similar things
They kinda draw a line at things
No built in crouch button. Left ctrl vs C drama
I got it working, although it seems clunky to keep changing the MaxWalkSpeed, maybe when I feel more brave I'll change the movement class
Keep in mind that they are pretty inseparable
So handing max walk speed in character isn’t unheard of
is there a normal way to do it? I made a new input action called Run which I just toggle the speeds inside of
I could make StartRun and StopRun separate, but I just made it toggle
float WalkSpeed;
float RunSpeed;
I also cached the speeds in the ctor which feels gross since they could theoretically change at runtime. I guess I could cache the current walk speed when I begin running instead of caching it when the player is made
MaxSpeed=InterpToConstant.. bSprint?Run:Walk etc
No need to cache if your just set it constantly
wait, I don't have a InterpToConstant in there, I just set them directly -- I assume that's to handle acceleration?
can you do me a favor and be more specific about how you'd write that line? I've learned about a billion things today, I'm pretty fried on new esoteric api calls
I appreciate it 🙂
Interpolate float from Current to Target with constant step
is there a way to use that in a fire and forgot sort of way? Or do I have to keep track of it while I'm holding shift?
Holy hell y does my gpu go up to 80°c while sitting in viewpoint in unreal wth
also, I assume the speed is in seconds?
Is that supposed to happen
you didn't know about unreal's egg frying feature?
For target bSprint?Run:Walk
How is it all of the Unreal documentation is in English, but this page is in Japanese and it can't be switched to English? :D
https://docs.unrealengine.com/ja/Gameplay/HowTo/UsingCameras/SpringArmComponents/index.html
Spring Arm コンポーネントを使用して、妨害されるときにカメラが状況をどのように扱うかを自動的に制御します。
I didn't know that I could cook an egg on my graphics card while it was just sitting in the viewport
does "Set Enable Tick False" node trigger a reset on overlaps inside blueprints ? my skeleton seems to "re overlap check" if i toggle tick OFF or ON.
viewports a 3d scene i guess.
Are you clicking or using the node?
so you can cook your egg
i have an event that calls the "set enable tick to false" node. thats how it triggers.
And that resets overlaps?
when my spehere collision exits, it disables tick
when that happens, the "laugh audio on overlap" also happens
Hm
ill check which component is causing the overlap. maybe my playercharacter has another collision i dont know about. but im pretty sure i did that yesterday also ^ ^
ill print node some components i guess.
time to work and shower first X_x
ok I have crouching "working" but it's instant. I thought WantsToCrouch would handle interpolation for me, but it's apparently not? unless it's something I need to set every frame?
Try using a timeline to control alpha of a lerp
There’s no interpolation for crouching
Believe the idea is to interpolate the camera and not the characters capsule
why would I set WantsToCrouch instead of calling Crouch() directly?
Doesn’t have to do with Interpolation
Just make the crouch animation play slower
Can’t remember if setting that is the thing to do or not tbh
Forget the capsule
You want the capsule to be immediate really. An accordion capsule pops through ceilings
Animations yeah
If the camera is parented to the head, then a slower animation will equal a slower camera speed
Easy
I have no idea how to do any of that, but I'll poke around and figure it out 🙂
I'm just happy I've made any progress at all. The moment I got running working like an hour ago was the first progress I've made in like 4 days
it was very sad for me, you should feel pity and sorrow
😉
No pity for noobs lol
Good thing with ue4 is you retain progress
Biggest secret is don't overthink things. The simple most obvious way is often the right way
Guys, is there any way to capture the unreal editor window nicely? Currently I'm settling with OBS, but this isn't ideal.
Looking around at marketplace there's no good (and um free) ones, while Unity provided a capture plugin that works awesomely with their game mode and very easy to use. Or is there any feature in UE4 that I miss? Thanks in advance.
Nvidia's shadow play works well for me
guess it depends what you're trying to do
There’s always sequencer
Sequencer is a constant
Oh sequencer can do it eh? I haven't touched UE4 much other than cascade but I'll take a look
I just need to capture full screen editor window in playmode without all the junks and the UIs
capture different effects so I can compile them into one movie
You can disable UI in viewport. Then f11 full screen. Record monitor on obs. Profit?
sorry my pc crashed lol
Whats the best way to add communication between widgets
it does work but like I said not ideal
Hi, on 4.24.1 when I try and delete a or create a game save it will freeze for 30seconds, the save game is 2kb holding one variable in it.
Is anyone else experiencing this?
Thanks
What's the best channel to discuss Chaos? #visual-fx ?
I'm trying to figure out how to check how much of a GeometryCollection is destroyed but can't seem to find any functions for it.
physics
the link can be switched to /us instead of/ja, and bam!
The Spring Arm component is used to automatically control how the camera handles situations where it becomes obstructed.
@runic narwhal Above is link and how it happened
it will auto-add en-
I have the same problem as Dave... sometimes it just completely refuses to switch even if you try to change it in the URL
I switched browsers, nope, switched to a third browser and then it worked... the language selection thing in the docs is a bit weird :P
having a problem where the navmesh of a level does not seem to be saved and has to be manually rebuilt every time i reopen the level, and it also does not seem to exist during PIE. This only happens for one particular map and it worked fine last week. Anyone have any idea what might be happening here?
no matter, deleting the RecastNavMesh and rebuilding seems to have fixed it
Can someone give me a case scenario for using FillDataTableFromCSVFile. Can it be used at runtime in the shipped project? Or some scenario where it's useful at runtime. Or any scenario. I'm drawing a blank...😕 Please tag me when answering. Thanks!
@plush yew data tables cannot be modified during runtime. the idea is that it acts like an import since most often you have separate software for your spreadsheets
Hi what is the proper way to exchange files between UE4 installations across different PCs?
I just tested, using migrate definitely destroyed the link between files
like texture is not applied within material and the material is not applied to the object, etc
migrate assets should handle dependencies
it's likely that it doesn't update the links however, so technically it's referencing a file that does not exist within the scope of the project
you just have to reapply it from the new location you're using
dependencies were fine, my test was a cascade particle, material and texture applied to that particle
seems that the cascade settings become messed up aswell
@rotund scroll so we have to relink everything each time?
probably I miss not including the dependencies somehwere between the steps I'll try to look out for the setting
dependencies automatically get moved
it will automatically pick the folders with dependencies and migrate them as well
but let's say you have a texture in a material
and you transfer both
the texture link in the material will still link to the old texture location on disk, which is now out of scope for the project
so you'll have to reapply it
🤔
that's odd
it should be relative to the "content" folder within the project, correct?
the path I mean
I suppose it should but due to how redirectors may screw stuff up it may not work or be wonky
I'll test again later
but I don't believe UE4 not able to do such simple task properly
thanks btw @rotund scroll
cough Source control cough
please elaborate @abstract relic ?
well if it's between projects 🙂
oh so the same project?
Between projects or between PCs?
I thought it was separate projects, separate PCs
between PCs
yeah you need source control
Yep, source control
ahhh okayyy
Hi everyone! New here, so thanks for having me.
so then migrate is what you need
since we don't actually centralized
the content
*centralize
@rotund scroll okay will try again then let see how it goes
anyone might have a clue why i cant set post processing/effects to high or why it crashes when i set textures to high (virtual texturing) https://youtu.be/IykRX7AIboQ ?
again thanks @rotund scroll and @abstract relic for the heads up on source control
might need that on the future
@rotund scroll data tables cannot be modified during runtime. That's what I thought! 🙂 that's the reason I'm confused why make available a blueprint helper function, when I guess it's easier to drag-and-drop the CSV file in the editor. I cannot fathom a logic flow where this function comes in, that's why I'm running in circles hoping for a specific scenario that would make sense to me 😄
because blutilities exist?
This is the description Empty and fill a Data Table from CSV file.
I can imagine macros of importing csvs then doing some function on them before importing them as data tables
It's possible, I never use blueprint logic, I just accidentally ran into this function, I was asked about tables by someone of the Chinese forum here in China, and my answer was data tables cannot be modified during runtime. to which they pointed to this function and I got BSOD 😄
it might also be the default function actually importing the csv when you drag and drop
The bottom line is, for my own sanity, it does not have any use at runtime, right? @rotund scroll
nope
If the answer is no, I can sleep good at night 🙂
Didn't MathewW do a vid recently about reading live values from a csv
Great, thanks! 🙂
@thick herald reading is available, writing is not
we're discussing the philosophical implication of A blueprint helper function FillDataTableFromCSVFile Muad'Dib 🙂 @thick herald
ah.
Why is my object knocked over in the static mesh editor when it is not in my scene?
https://docs.unrealengine.com/en-US/Engine/Sequencer/HowTo/TracksEvent/index.html try to follow this sequencer tutorial, but i dont get the event payload option. im working on 4.23 but perhaps its only possible on 4.24
Example of how you can use Sequencer's Event Track to fire off Events in Blueprint.
I'm trying to use the "record" animation thing to create a new animation but the mixamo character appears in the new animation missing some parts of his body. Any idea of how to fix it?
my system is literally using directx 11, I just took a peek in the dxdiag window, and it says directx 11
Did you add -dx12 to the engine ?
UE4 defaults to DX11 so this is weird
how do I change this setting ?
I can't open the program at all
so idk if there is another way
Did you try to make a project with Ray Tracing enabled? Because that will use dx12
ah!
so thats why!
welp, guess I won't be using ray tracing :/
thought it was something else
You're on an older version of Windows I presume?
windows 7 sp1
64 bit
let me try creating a new project without ray tracing enabled
Yeah, ray-tracing requires DX12
Which requires Windows 10 and a 10 series Nvidia GPU
^
I see
What are we looking at here @spare kernel ? It looks like something is moving on your client but not your server?
Ah
like there is no reason they should
Does the floor exist on the client?
yes
ah there we go, the project opened now
Are the actors spawned the same way on both?
causes issues like this
Nice @rain venture 🙂
they are spawned on server and replicated
they are not moving they are in null navmesh
but on client they just fall through the floor
can i call events with variables in the level sequencer?
Do they fall through if you don't ask them to move?
I want to check if in Editor, google and got an answer, use "With Editor" node, but I can't find it, anyone has idea?
what do you mean
hello guys I follow this tutorial but I have some problem with the inventory I did the bp-s but I have this:
but in the tutorial is this:
how to fix the problem?
what is the problem?
I have one slot in the tutorial is more than 1 slot
so add more slots?
I folllowed the tutorial series the videos about the inventory and now he has more than 1 slots I have only 1
how to fix this problem?
i dont know that tutorial, neither can i see your code
you sure you have only 1 slot and not that they're all overlapping on the same spot?
In this video we get started setting up the inventory interface for our inventory component.
Link to the inventory placeholder images https://drive.google.com/file/d/0B7SMceEfYyHYWTFxS19aMEpGTGc/view?usp=sharing
Join our Discord server to get connected with our awesome ever...
so, are you seeking help or are you seeking someone to fix it for you?
You’re going to have a tough time finding someone to watch a 30min video to help someone who didn’t provide their current code or otherwise provide elaboration.
which code to provide?
dunning kreuger effect
Hey now 😜
@plush yew Well, you have a problem with your code, so.. perhaps.. the code that you have issues with is worth sharing so others (that currently have no idea how your code looks like) can perhaps take a look at it and point you in the direction to fix it
just a wild idea
no need to be snarky, new users don't always know how to ask :)
its the same thing with kids, traumatize them early and they will never forgot
lol :P
😛
Mind reading is an pretty unreasonable assumption to be fair
Anyone know if there's a way to delete an asset from a blutility? Somehow such a node doesn't seem to exist
blutility? is that new?
2014, guess not
(Come to think of it, I should probably ask in #editor-scripting ...)
Best to do so. We’re just stupidly drooling over here 😜
It's not supposed to be, it's blueprint nodes to run in editor
i've never noticed and nor used it 😄
You can use them in Call In Editor functions and in Editor Widgets (those are new, since 4.22)
love to help the files are not in my archives
@plush yew 2nd screen
but when I click again on "2" it makes the slot darker
In row and in column are both 0
those 2 needs to be updated accordingly
so?
So you have no row or column
I have only this
not sure what the functions Set Row and Set Column do
but your inventory is being thrown in row 0 and column 0
the darker is because it keeps adding a new widget
I will check the video rn to see
so you have no row or column
When you press 2, it creates a new widget, and adds it
it doesnt recycle a precreated widget
you will need to make a widget reference, check if its valid, if valid add the widget to viewport, if not valid then create a new one and add it to viewport
I have these 2-idk why
how many parts did you skip from that tutorial?
wdym?
what parts to skip?
I don't follow the whole series-I started doing the inventory and hunger system
dont just randomly start somewhere in a tutorial
the inventory starts from video number 18
especially if you dont know what youre doing
but I don't need the other videos
dunning kreuger effect
I want to create the inventory that's why I started doing it from the inventory and he started doing it from scratch and no errors
Do you want a hug Remco?
so there is some problem with the blueprint Add Child to Grid cus my has column and row-he hasn't got it-how to remove these 2?
remove the 2 int vars from the Return node in the function
but that you have to ask that tells me how far you are in the "beginner level" 😛
Gotta start somewhere
I don't have 2 int vars in the return node
Trial by fire
yes, but starting at the start is generally a better idea than going for a complex game with various sub systems like inventory, day night cycle, weapon systems etc
ambition is more often a bad companion than a good motivator
these 2 are INTs in the Return node of that function
You need to tell it how many rows and columns it has before making a grid
0
Then you have no issues. It is behaving as it should with no rows or columns
ok
so I need to do it with colums and rows
so why then in the tutorial there is column and rows?
Because they have columns and rows
ok hmmm
he didn't show them in the videos for the inventory-hmm
okay so what to do then? is it problem or the inventory is not done and in the next videos the inventory will has colums and rows?
You have an array of the items,
You have in the inventory a grid, of i.e. 5 columns per row
From the ForLoop you take the item from the inventory, throw it in a column
Add a Column var to keep track of currentColumn, when the currentColumn = 5, reset currentColumn to 0, increase row +1
You tell me, you watched it. So far, it’s just flawed logic. Most likely you missed a step. Rewatched and follow it from scratch
I can't start it again from scratch cus I have time to finish it
inventory systems sucks without drag and drop of items to arrange the inventory to personal preferences anyways
I will do the steps that remco told me
so let's do the inventory with drag and drop then?
I think to make the inventory with drag and drop items, moving them from slot to slot
iirc @vale halo made a nice marketplace item which isnt that expensive but has all of that
much cheaper than hiring me :E
Let’s get the basic down first 😜
^ that
ok
I am hearing
give me link to the system
also I download each free package for each month-xD
Either time and/or money will be spent. There’s no getting around that fact
but, imho, its better to learn it yourself
ok
starting with baby steps
like a super mario game
what baby stems?
only move and jump 😛
I did it already
including a level system, savegame, enemies, teleportation pipes to different parts of a level?
next step I want to make a bigger project with inventory, day night cycle, then the next step crafting system and yeah?
enemies no, I just made a runner game
jump and score points collect money
i would say that the next step would be something like a breakout game
or ping pong
seems easy, but its a real hair puller
I have this system -what to do with it?
install it from the launcher to your project
it should be in your launcher vault
read the docs first
always, always read and consult the docs
ok
RTFM is a big source of info
which docs?
lol
of the package?
yes
ok
Is the best way to handle turn based battles to store all your world information, load a new level for the battle, then reload the world using the stored information when it finishes?
Is there any built in support for this I am not aware of?
how big is your persistant world?
undefined atm
bad thing 😦 why create project not adding it?
if its not so super bigisch, i would level stream the battle map
in some cases you need to migrate it from one project to another @plush yew
ok
Make new project >>> select assets >>> asset action >>> migrate
now I am reading the docs as you told me 🙂
development of software (includes games), require a lot of knowledge, for this you will usually have like 10 tabs open in your internet browser, thats normal
This document covers how to migrate assets into other projects within the Content Browser
google, docs.unrealengine.com, stackexchange etc 😛
those are rookie numbers, you need to pump those up!
?
looks at my 52 tabs
my pc crashes currently twice a day (minimum) due to haveing like 50 chrome tabs open, vs2017, eclipse and ue4 😛
is this how i save wich map my charcater is on
52tabs-holly xD
help
trying to make a multiplayer game with a own made online system
things tend to explode occasionly
@midnight gate what are you trying to do?
save what level my player has finished so next time he opens game and has level 1 finished spawns in level2
Isnt it beter to use a boolean array?
xD
Well then
way
array starts with index 0, knowing this, you can consider index 0 as level 1,
then you just loop trough the array to set the completed levels, and you have the same array to check which levels are completed
so i basicly cant save my game with simple set variables
wtf
ok thanks for the info
well, you can
I opened the project that I get it from the package and when I started it I got errors-wtf
but if you want to end up with 500 vars to store 500 level completions, you are in for a long ride
how it has errors when I didn't do nothing I just download and created it and I decided to open and test
well i have like 4 levels
just store the last level completed as a variable and use that :/