#ue4-general

1 messages ยท Page 624 of 1

honest vale
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the AO in materials only works at 25% intensity on directly lit surfaces or so

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I think

brave widget
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@plush yew Maybe accidentally got a Visualize settings enabled? Distance Field Ambient Occlusion, maybe?

worthy flame
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hey, how to set it when I press a button it stays active, and when I press it again it makes it off. I cannot find my file where I dont this before. if you know ping me pls

dim merlin
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Hi, anyone knows its possible to merge two or more render target textures using c++, or even blueprint?

brave widget
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@tribal sphinx I'm all out of ideas, sorry

plush yew
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where would that be?

tribal sphinx
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@brave widget That's okay, Thanks for taking the time dude, if you maybe figure something out in future, please do tell me.

brave widget
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@plush yew Show flags. Show -> Visualize -> Distance Field Ambient Occlusion (or possibly another one)

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LightsOut, np ๐Ÿ™‚ Yeah, I'll keep thinking about it and @ you if I think of something

fervent sigil
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@tribal sphinx I'm really just throwing it out there - but try to mess with the distance field bias?

tribal sphinx
fervent sigil
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Yeah but I'm talking specifically about this:

plush yew
fervent sigil
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Try to disable the distance field / adjust the bias and see if it changes something

plush yew
wary wave
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probably ran out of memory, judging by that crash

thorn crown
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I can't login to Quixel with my Epic account anymore, is anyone else having the same problem?

thick herald
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Bridge?

thorn crown
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No through the website

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I am loggin in on the Epic Games website, but whenever I click on log in through Epic blah blah, it processes the login and then it throws me back onto the quixel website without being logged in

thick herald
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No issues here, try ctrl+F5 then sign in again

thorn crown
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Ah that seemed to work, thank you ๐Ÿ™‚

thick herald
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your welcome ๐Ÿ™‚

tame delta
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Why is there an arbitrary limit to how far you can zoom in on UE's orthographic views?

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I'd want to zoom in quite a bit for some precision stuff, but I literally can't even zoom to 1:1 (where 10cm is actually 10cm on my screen)

grave nebula
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That is because default near clipping plane is exactly at 10 cm

tame delta
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Right, still kind of sucks for people who change it

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Didn't realize you have to do a clipping plane transform for orthographic view too

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Actually I'm kind of doubting you do

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Since there's no real camera position needed, just an angle and a shift on two axis

worthy flame
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I want to have a universal variable for all things. I want to have a health variable and I want it to be on every character or AI. so I dont make it on every single thing again. How can I create it and then just plug it in, and just set a number. And if it takes damage its easier to set up

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or global variable idk how this is said correctly

hidden heart
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make a base class and then parent your other classes from it

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at least thats what I think you want?

fierce forge
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hello , how i can make a material more darker ?

wispy comet
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multiply by a const 3

cloud cobalt
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Depends what you mean by darker

wispy comet
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well, that too ^

cloud cobalt
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If your material appears too bright in a given lighting scenario compared to other materials that you consider to be finished, then lowering the albedo may be a solution

fierce forge
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how i can lower the albedo ?

wispy comet
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that's either done in like another program

fierce forge
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divide ?

wispy comet
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PS for example

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or you can multiply it by a const 3

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so press 3

cloud cobalt
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Either edit the albedo texture, or multiply if by a constant like Lukas suggested

wispy comet
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and click while holding 3

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set that to a dark grey/black

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and then multiply your albedo with that

fierce tulip
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if its just gray values, multiplying with a scalar is enough

wispy comet
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or that

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ยฏ_(ใƒ„)_/ยฏ

fierce forge
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working tnx

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with divide

wispy comet
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๐Ÿ‘

worthy flame
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@hidden heart how would I parent the class?

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I make just a BP class and that would be a parrent class and how do I attach it to things?

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nvm

fierce forge
fierce tulip
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use actual normal and rougness maps

fierce forge
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i don't have

honest vale
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make some

fierce forge
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how ?

cloud cobalt
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Substance, Photoshop...

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Baking from a high poly...

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Many ways

honest vale
fierce forge
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i don't use megascans

cloud cobalt
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You asked how, so we're giving you options

honest vale
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why not use them? ๐Ÿค”

wary wing
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Megascans is free for UE4 users, just in case you missed the announcement

fierce forge
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i can't make a tree

fierce tulip
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google "how to make normal maps" "how to make roughness maps" "ue4 how does pbr work"

fierce forge
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i don't use megascans for tree but i use it for other things

honest vale
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invest in speedtree, it's a pretty simple program to use

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19 USD a month iirc

fierce forge
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omg

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it's a lot

fierce tulip
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has a pc that can run ue4, claims 19 usd is a lot

fierce forge
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in my country a salary is 200-400 dolars

cloud cobalt
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Which content creation tools are you using right now ?

honest vale
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that's a problem I suppose

wary wave
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time to learn Blender, I guess

cloud cobalt
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It's always time to learn Blender

fierce forge
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i know blender but low poly

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i have a alternative to speed tree

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named tree it

cloud cobalt
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Anyway, art is an iterative process. Here's my advice : give yourself a week or two on that tree, post regular updates on #work-in-progress and improve on what people tell you looks bad

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Read up on other people who did trees

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Check the trees in sample content

plush yew
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hello guys my friend coded for our team custom launcher like epic games launcher but simpler but hit has some problem and I need gyuy who can fix the problem and the launcher works-if someone can help us I will really appreciate it-who can help us dm me

worthy flame
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is there a way to show variables on the side? from a parent bp? so I dont have to access them or create new ones just to click them and set a value

fierce tulip
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@plush yew doubt anybody is going to help unless you explain the problem in detail. preferably in the right channel.

plush yew
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ok

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the launcehr when you start it has log but the register is with hwid, it generates the codes(hwid) but you can't login and continue

cloud cobalt
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Is that even C++ ?

fierce tulip
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i even doubt its really ue4 related besides it launching ue4

wary wing
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It's C# by the looks

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I'll take a look if you like

plush yew
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it is c# maybe-idk

wary wing
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Pm incoming ๐Ÿ™‚

plush yew
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I saw

worthy flame
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is there a way to set the variables in a child actor, without having to call them in BP?

honest vale
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in the instance of some child actor class?

worthy flame
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nvm i figured it out

cosmic zenith
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Has anybody had any luck with viewing a Pixel Stream from one UE4 application to another? I'm following this doc: https://docs.unrealengine.com/en-US/Platforms/PixelStreaming/Interaction/index.html at "Playing the Stream in the media Framework"
I've set up one UE4 application to use pixel streaming and that seems to work fine - I can view and control it from a browser.
But when I try to view the stream from within a separate UE4 application using a Stream Media Source and Media Player the application crashes.

Ways your Unreal Engine application can interact with the Pixel Streaming system at runtime.

wary wave
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weee

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can't sign in because I'm signed out - that's a new one

dim plover
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Epic's sign-in protocol for things is strangely not good.

trim steeple
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They had a fortnite update in that just finish (game was off for like 5 hours)

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so all the kid are probably breaking it :p

wary wing
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Well it's very secure, this requirement to be signed in before signing in ๐Ÿ˜„

dim plover
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Even more secure if no one can sign in to any account.

wary wing
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Oh the most secure!

trim steeple
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The most secure one is the one not even connected to Internet ๐Ÿ˜‰

wary wing
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Take that, account fraudsters!

rotund scroll
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not connected to the internet? pfft, amateurs, try not connected to the power!

thick herald
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Not connected to the power? Pfft. Try not even assembled!

rotund scroll
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I haven't even mined the raw materials to create the disks that will store my data!

thick herald
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Damn. You win ๐Ÿ˜„ ๐Ÿ˜„

tame delta
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Any way to filter out a selection? Say I have 300 actors selected, but I only want to keep the SMAs amongst them, is there any way to do that without going manually through the outliner?

rotund scroll
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hmm, you can filter the outliner first and then select them?

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not sure about the reverse order

tame delta
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It's what I'm doing in this instance, but the outliner will keep every parent actor

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When filtering out it doesn't just lay the hierarchy flat

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and I've got some aggressively hierarchisized(?) scene

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It's all CAD exports so it's a bit of an edge case

rotund scroll
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so are you looking mesh actors or mesh components?

tame delta
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actors

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Essentially I just want to keep the StaticMeshActors in this instance

rotund scroll
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all of those actors are child actors?

tame delta
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(But I gotta do quite a few times so manually deselecting actors is a pain)

rotund scroll
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big yikes if true

tame delta
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Just regular parented actors

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It's essentially a construction tree in CAD, if you're familiar with that

rotund scroll
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I am not

tame delta
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Well, that's what it comes out as

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You're only seeing 300 actors out of 6800 mind you ๐Ÿ™‚

rotund scroll
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but I think in almost all cases what you have there in the outliner is not a desirable outcome

tame delta
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I think all the parenting is doing is make the transform go through a couple extra hoops

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I intend to merge them, but that's why I need to select the SMAs ๐Ÿ™‚

rotund scroll
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I would merge them before exporting them then

tame delta
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This is horrible on my drawcall count, yes

wary wing
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Are the parents also StaticMesh actors?

tame delta
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Unfortunately that's not an option because :/

rotund scroll
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it's like you created a skeleton but with actors instead of bones

wary wing
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Or are they all Actors?

tame delta
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Exactly ^

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Bunch of empty actors for bones

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The parents are always empty actors I think (which just act as transforms)

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Never parented to another SMA

wary wing
tame delta
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Yes but I need to select only the SMAs out of a number of filtered actors in the outliner

digital anchor
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a scripted action could do that, if you dont mind writing a script

tame delta
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basically I want to get every SMA** that contains XYZ in their name

digital anchor
tame delta
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@digital anchor I don't mind doing that at all, how do I get user input though?

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I already got a bunch of script I made to help me out, but I couldn't figure out if/how to make a popup asking for user input

digital anchor
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what kind of input? every function input on a scripted action will show up as a popup to fill in

rotund scroll
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does it convert a selection of actors to an array of actors implicitly?

digital anchor
tame delta
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@digital anchor Sorry I mean a popup whenever the script is started. I got a lot of names to look up

digital anchor
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ye just add as an input, then you can fill on running the action

tame delta
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@digital anchor Huh how did you do that?

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Is that "Filter Selection" window coming from a script?

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Are we talking about a BP utility script?

digital anchor
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if you have the Editor scripting plugin, just create a EditorActorUtility, add a new function, and add the inputs you want

rotund scroll
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Takain is a known wizard

digital anchor
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they show up like that

rotund scroll
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do not question his magic

tame delta
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I need to question for replication purposes ๐Ÿ˜„

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@digital anchor Ooooh I get you

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Input to the function, roger, sounds painfully obvious now, thanks a bunch! ๐Ÿ˜„

digital anchor
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i used this action script like two days ago and i already suggested it four times since, handy stuff lol

rotund scroll
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lol

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to be fair it does seem like it has a lot of utility

tame delta
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Yeah this will be extremely useful. I use a lot of editor actions all the time, I'll get much more versatility now!

warped tangle
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recreating that as we speak! lol

tropic horizon
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What exactly is ECC_Visibility? Is it possible to define something not to be included with that? Basically I have a spaceship with a Box Collision as root component, then I have several static meshes making up the hull. When my character inside the ship does a linetrace with the ECC_Visibility channel it gets triggered by the Box Collision component. That component is only intended to be used for physics, is it any way to get it to be treated as not ECC_Visibility?

tame delta
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@rotund scroll

  • Batch actor deletion, I can now use a checkbox for recursive/not recursive
  • Batch material merging, I can now math out an HSV distance to merge the material by
  • Batch LODing, I can now manually enter the reduction settings
  • Fast actor merging, I can now only expose the settings I want

Just for a couple of scripts I use daily off the top of my head ๐Ÿ˜„

rotund scroll
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@tropic horizon sure you can just adjust the channel presets in your project settings to set stuff to ignore visibility

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all the collision presets are just filters really, they have no real logic behind them

tame delta
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(Also that batch actor deletion script is amazing. It's like 3 BP nodes but deletes actors up to 1000x faster than the engine, which sometimes takes up to 30 minutes)

rotund scroll
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engine deletion handles redirectors though, not sure batch actor deletion does that

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so potentially unsafe

tame delta
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No it very purposefully doesn't do it ๐Ÿ™‚

tropic horizon
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@rotund scroll Ahh, that's what I was looking for, thanks! I was going around the presets looking for that but I must have been blind. ๐Ÿ˜›

tame delta
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When I know there's no dangling references to be afraid off and I don't want to wait 5-30 minutes just to delete and reimport some stuff ๐Ÿ˜›

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(Actually saying it's 1000x faster is a massive understatement since it's always pretty much instantaneous)

rich reef
wary wave
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drag out from whatever the target was and type it's name

rich reef
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Which is?

wary wave
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it says on the node 'Is Dead'

rich reef
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Well nothing shows up when I search for that

wary wave
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..did you drag out from whatever the target was?

rich reef
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Here is the node setup Im trying to recreate, I dragged out from As BP Muffin just like it is in the image

wary wave
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if it doesn't come up, then it doesn't exist

rich reef
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Could it of been renamed recently..?

wary wave
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obviously I can't answer that because I have absolutely no idea what a 'BP_Muffin' is

warped tangle
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@rich reef BP_Muffin must contain a bool variable named "IsDead" in order for it to show up when you drag off it's reference in whatever BP you screenshotted here.

rich reef
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Aha okay, well I finished the rest of the nodes and then tried again and then it showed up, I might of just miss spelled Is Dead or something, sorry to disturb everyone ๐Ÿ˜›

tame delta
digital anchor
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nice, but dunno

tame delta
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Ah no I guess you can only pass a default value is some scenarios :/

digital anchor
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well, just do a if is not valid, use a default one

tame delta
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Yeah that's what I'm gonna do I reckon

polar viper
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i got a weird issue today while baking the lights

warped tangle
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which iiiiiiiiiiiiiiiiiiiiiiis

polar viper
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before baking the lighting it looked amazing but after baking the lighting everything turned black

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like there was no lights in the scene

wary wing
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Are there lights in the scene? ๐Ÿ˜„

polar viper
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yes

warped tangle
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Did you by chance have a bunch of BSPs that you converted to static meshes?

polar viper
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nope no errors that caught my eye

wary wing
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A fine question. Lightmaps on those things are trash by default

polar viper
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it's the lighting setup what you get when you first create a project

wary wing
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Is there no light at all in the scene after baking?

plush yew
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hello guys I have problem with the inventory package-someone that can help me?

wary wing
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Both your Directional Light and SkyLight are Stationary, yes?

plush yew
polar viper
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yup

plush yew
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someone that can help me to tag me or write me DM

wary wing
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And you have a sky sphere for the skylight to capture?

polar viper
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yup. i opened the fps starter project and used the lighitng in that all i did was remove the boxes etc and imported my model

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all my normals and tangents are fine

warped tangle
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is it just the model that is black, or the entire scene

wary wing
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@plush yew Is Inventory Manager a valid reference? Put a breakpoint (press F9) on the Branch and inspect your variables

plush yew
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ok

polar viper
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just the models. the skybox is fine and normal

plush yew
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when I put f9 on the branch what's next

warped tangle
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that's a lightmap index issue probably

plush yew
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it is dark-hmm

warped tangle
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@plush yew look at your BP graph now

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it's greyed out because it's essentially "paused" right now

plush yew
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ok

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hmm now what?

wary wing
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Yeah there. Go and mouse over your variables

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See if any are None

plush yew
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which variable?

wary wing
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Inventory Manager in particular

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If not that then the Item that comes out of that broken struct

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Or the struct itself, on the left side

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@polar viper Does your mesh have UVs?

polar viper
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@wary wing yeah. most of them do and no faces touch.

wary wing
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Hmm have a look at the generated lightmap UVs in the mesh editor

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See if they look sensible

polar viper
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okay

plush yew
wary wing
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UV at the top, then UV Channel 1, most likely

plush yew
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does it need to be instance editable and expose on spawn?

warped tangle
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no, mouse over the actual variables in the graph, which will show you their values if they are in scope

plush yew
regal mulch
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Anyone an idea why I can see Variable Categories of the Actor (but not the actual variables) in the DetailsPanel of a Component?

warped tangle
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yeah that's how you can see the values of variables at this breakpoint. now you can look around and see if there is a "none" somewhere

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4.24? lol

plush yew
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4.24 is the version that I use yeah

warped tangle
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I was responding to eXi

regal mulch
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Na, 4.22 iirc.

warped tangle
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There goes my "4.24 did it" finger pointing....

regal mulch
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BP Actor, C++ Component. Added via "VisibleAnywhere" and "BlueprintReadOnly".
Visible Categories are from the BP Actor, cause the Component doesn't have them.
Also one variable + category just shows up twice.

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It's like a huge mix of categories and variables instead of just the ones from the component.

plush yew
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ok so the value is none-now what? how to fix it?

regal mulch
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Really annoying

plush yew
warped tangle
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Never seen that before

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There you go fish, that reference is "none", which is why you're getting that nullptr error

plush yew
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ok

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so?

warped tangle
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You missed a step in setup I'm assuming

plush yew
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I didn't setup it-lol

wary wing
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BigFish do you want help here on in our private chat? It's just confusing doing both

warped tangle
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Oh you got him Jette, have at it

plush yew
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I just download the project and wanted to test it

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yeah let's continue in dm

wary wing
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Ok cool

plush yew
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๐Ÿ™‚

wary wing
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Not to take away from KHarvey, who was also being very helpful! ๐Ÿ™‚

plush yew
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yup ๐Ÿ™‚

spare kernel
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also posting in multiple channels is against the #old-rules

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@plush yew

plush yew
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..........

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how times will someone tag me for this ??/

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I know

polar viper
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@wary wing i'll try and fix it after i've slept. i've almost been awake for 24 hours. but when i don't bake the lights and package it it works fine i just get the "build lights you moron" error

warped tangle
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Err we're just letting you know

plush yew
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and I post it in bp cus there was teh correct place

spare kernel
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it isn't the first time tho is it ๐Ÿ˜›

vague raptor
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Hey, i need to create blocks using midi events: note on start creation of block and add velocity; note off end creation of block, but velocity remains. what would be a good way to do this? using particles? a block spawner?
ps.: sorry if this is the wrong channel for this

regal mulch
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Soooo, removing the Category in the BP Variables, removes it from the Component Details Panel.
Adding it back adds it back to it. It also shows up in all components, even ue4 native ones. What a shitty bug.

spare kernel
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@regal mulch i had a shitty bug yesterday

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NavWalking on server is fine, (listen server), clients in our game also have navmesh. Simulated proxy runs NavWalking, ends up with AI entering and exiting falling mode

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result of such bug

regal mulch
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Uff

warped tangle
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Not a bug

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Gameplay feature

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Package and ship

wary wing
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@polar viper No problem! Get some rest! 24 hours ๐Ÿ˜ฌ

spare kernel
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and my reproduction in empty project

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can clearly see whats going on

warped tangle
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@regal mulch I'm assuming it only does this with the c++ component added to the BP?

regal mulch
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Could be, the Component is added to the c++ parent

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Other actors don't have that problem. Seems to just be this one

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Got told the categories got broken in this one in some previous revision

polar viper
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@wary wing haha it's been a fun time XD it's for my honors project. my lecture talked me into it. i still need to get used to not using displacement maps

regal mulch
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Guess i have to live with it

warped tangle
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ah

spare kernel
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incase anyone else hits this issue, the fix is this ```void UMonsterMovementComponent::InitCollisionParams(FCollisionQueryParams& OutParams, FCollisionResponseParams& OutResponseParam) const
{
Super::InitCollisionParams(OutParams, OutResponseParam);
OutResponseParam.CollisionResponse.SetResponse(ECC_WorldStatic, ECR_Block);
OutResponseParam.CollisionResponse.SetResponse(ECC_WorldDynamic, ECR_Block);

}``` well at least it fixed it for me ๐Ÿ˜„

crude robin
#

anyone know the best way to build like a minigame if i wanted to say use a computer to activate hacking mode. would that be use just by a widget?

lapis vine
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Depends on your minigame really. In some games its like whole new level you transition to.

crude robin
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well i was just going to have it be like connect the dots to a circle before the time end

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not too complicated

grim ore
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a widget would probably be fine, you can put them in your world if you want to interact with them as object or just pull up the widget and put it on the screen and interact with it. Nothing stopping you from creating it using meshes as well in the world if you want it to be more a part of it

fierce forge
grim ore
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you probably do not want RGB into Roughness, the roughness is a 0-1 indicating roughness and is usually a single channel from a masked texture (so the R G or B, not all 3).

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and you would want to put values into metallic and specular as they have defaults

fierce forge
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what values ?

grim ore
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whatever you want for your material

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after this stuff like opacity and translucency and how much light goes thru and 2 sided materials and the actual lighting in the level play a big part of how it looks

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and of course affect performance

normal burrow
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0 -> metallic

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can't remember what default is for metallic though

grim ore
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it looks like nothing (0) according to the docs but who trusts them

fierce forge
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i used but it is not so good

wheat dirge
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soooo... making changes in one project now affects all your projects????

warped tangle
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What changes did you make?

wheat dirge
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was following a tutorial dealing with dynamic sky and weather.....scrapped/deleted the project and went to another project and my sky is all messed up

wary wing
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Did you change the Engine's BP_Sky_Sphere perhaps?

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The one in EngineContent

warped tangle
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Yeah if you changed engine content I would expect that to affect any project using that engine version...but otherwise no it wouldn't affect other projects

wary wing
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Changes shouldn't affect other projects generally yeah

wheat dirge
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would have been nice to get that warning trying to follow a tutorial.... 2 projects affected

thick herald
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Just deleting the project shouldn't have removed it from the engine though. That usually only happens when you delete something while within the editor?

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unless of course you made changes to the default sky_sphere, which would then affect everything that uses it

wheat dirge
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yea and now i cant fix the problem because its not letting me make changes

thick herald
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No idea of a quick fix for this. Reinstalling the engine would work.

forest tree
#

I'm having some difficulty with collision with ProceduralFoliageSpawner. While the individual trees do have collision enabled (see image below), I can still walk through them. The only time I can get collision going is by turning on block all on the ProceduralFoliageSpawner itself. However, that leads to the whole brush being considered as 1 giant collisionbox, versus the individual trees.

Any thoughts on what I am screwing up here? ๐Ÿ˜„

thick herald
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change the collision on the foliage actor, not the PFS

wheat dirge
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if i reinstall engine.... will i lose current projects?

thick herald
#

no, your projects are saved in your projects folder - where ever you set that.

#

make backups to be sure though ๐Ÿ˜‰

forest tree
#

Right @thick herald, that's actually shown on the screenshot.

#

It's on the tree itself that I changed it. I tried indeed on the PFS as a test, but I started out with the tree itself having collision enabled.

wheat dirge
#

actually..wouldnt backing the projects up include the messed up sky sphere that i cant correct

grim ore
#

it depends on what you changed. It sounds like you changed engine content and used it in your project. If that is the case reinstalling the engine should correct that content

#

you have project content and engine content and you can use both in your project

#

My guess is for the tutorial you should have copied the engine content you wanted into your project and started working on that copy so it left the original alone

wheat dirge
#

i added a collection parameter to a material....it will not let me delete that collection parameter and save the material

thick herald
#

@forest tree I didn't mean the SM, rather the foliage actor

#

but don't have access to my engine just now, it's busy importing stuff so can't double check for you

solid sierra
#

Could anyone help me with collisions and replication in my multiplayer game? Pretty much, when the server host spawns an actor it casts to the other clients just fine and the collisions work. But, when the client does it, it doesn't replicate and the player is able to glitch through the object. I tried multicasting for remote players but for some reason that just causes two actors to spawn, with one of them being glitchable. I'm new to this and couldn't find others with the same problem

grim ore
#

the client should not spawn the item unless you want only the client to have it

forest tree
#

My bad @thick herald. Thanks! ๐Ÿ™‚

#

Appreciate it ๐Ÿ™‚

solid sierra
#

so would I cast to the level blueprint or the server..?

grim ore
#

you would not cast to anything. If your client needs to cause something to spawn it would tell the server and the server would handle all logic

warped tangle
#

I highly recommend eXi's networking guide thingy. It's a good read

mossy nymph
#

Stay away from level bp in MP

#

Collisions work separately on server and clients

#

And relies on accurate, or at least sufficiently good simulation

grim ore
solid sierra
#

Ohh wait I just figured it out.
I was trying to get the server to use a multicast event, making each player spawn in a cube...

grim ore
#

the important thing to remember on these examples is the listen server is a server and client so if you are using dedicated servers it will handle it differently

solid sierra
#

good to know

#

thanks!

cosmic matrix
#

Hello,

#

Anyone know the ram size of a TSubClassOf<USomething> variable

#

?

exotic thicket
#

maybe try using sizeof if no one knows the answer

#

iirc sizeof(TSubClassOf<USomething>) should return the size of that type in bytes (I think)

cosmic matrix
#

is size of expose to Bp?

rotund scroll
#

lol no, there's no memory management in BP

mossy nymph
#

i would expect sizeof(TSubclass<T>) to return 8 bytes, since that is how much an UClass* takes

#

and its the only member of that class

hushed hare
#

googling that error helped with nothing

normal burrow
#

I've always been curious if TSubclass is a soft ref?

#

pretty sure your right though zlo

#

Yeah its just a UClass*

rotund scroll
#

scene component has a 3D viewport attached to it, so it can work with meshes or collision

#

actor components are pure data

sinful osprey
#

Can anyone point me in the right direction to understand why my vehicle is rocking back and forth when I start the level? It's from one of the Synty polygon packs and was rigged by them. It shows no problems when I simulate in the Physics object setup window. it drives fine for the most part, but when standing still it's rockin like I shouldn't come knockin

lapis narwhal
#

hey guys,

i downloaded a free level to design audio for it and after working for a while i realized - man , i better organize world outliner into folders so its easier. duh.

so i did that. suddenly lighting needs to be rebuild and performance went to SHITE. from 90 FPS to 10. so im wondering - does putting things into folders affect performance? ๐Ÿ˜ฎ

apparently, after rebuilding lighting performance is nice again.

wow, lesson learned.

forest tree
#

For all the fellow open world folks out there, I'm looking for some tips on creating rivers. Anyone that can nudge me in the right direction? As far as I could find, the river spline tool from boy and his kit is still the best option for those not wanting to break the bank?

sweet relic
#

you can probably find a good water material example

thick herald
#

depends on what you want your water to do, if anything

pseudo phoenix
#

Has anyone tried to compile on a hackintosh w amd processor

polar hawk
#

yes

#

use a vm

#

vming a hackintosh is way easier than not

#

also

#

don't use anything hackintosh im not a lawyer

plush yew
#

so there is some rumors that say epic is wasting money...

#

or the folks at epic dont know what they are doing.

scenic hatch
#

any1 know my clouds are having seizures as i fly around (mainly not appearing)

forest tree
#

@sweet relic Thanks! I was thinking something along those lines yes
@thick herald Some low fidelity interaction would be nice, but not sure how performant things like this are

polar shore
#

unreal just crashed

#

from this error

#

UE4Editor_ThePathOfHrornim_1301!AEnemyAI::OnPossess() [f:\development\games\unreal_engine\thepathofhrornim\source\thepathofhrornim\enemyai.cpp:22]
UE4Editor_Engine

#

EXCEPTION_STACK_OVERFLOW

brittle remnant
#

Can anyone suggest a place to download an interface layout? I'm interested to see if theres a better layout some pro's might have figured out

thick herald
#

@forest tree perhaps try out Marvel Masters (youtube) water

upbeat tendon
#

i was wondering, I want to pull data from contentful, that gives me some markdown, i could format it into something else, to display some sort of rich text, what formats should i use?

crude vessel
#

Im dumb.... can I turn off all the mobile shader permutaiton reduction settings if i'm not developing for mobile?

fierce tulip
#

sounds fine

upper crown
#

Hi. I have an editor question. I've been playing around with some modular packs to build some things. I know once I have a bunch of meshes attached and built I can convert them to a single static mesh.

Is there and easy method of selecting all the meshes in an area to do so? Like if I have a big building is there a tool I can use to make like a cube space that selects everything in it?

abstract relic
#

Yes

#

Marquee Selection

#

Also known as box selection

normal burrow
#

I did not know this was a thing wow

fierce tulip
#

slaps @normal burrow

abstract relic
normal burrow
#

I'm airquotelearningquoteair

tender yoke
#

So what should be the specs of an ideal pc for unreal. My main work is in arch-viz, landscape designing(or whatever it is called), coding in c++ and a bit gaming

normal burrow
rustic panther
#

anyone know why multiple projects won't load together on my computer, 4.24, 3600x, SteamVR
attempting to load another project it will stall at 0% until I close the other

upper crown
#

I read that doc several times and just didn't click Marquee was what I was looking for. Thank you

chrome moss
#

I can't find my friends session when we are on a different internet connection. How can I fix this?

gusty hare
#

Hey I'm pretty new to UE4 and I'm trying to add collision to a projectile but I can't get it to work for the life of me. I've even tried copying the settings from the default projectile in the FirstPerson preset. If anyone could help (I can screenshare so you can run me through it real-time if you need).

normal burrow
#

are you talking about multi user editing @chrome moss ?

plush yew
#

Is there any offline installer for unreal engine

normal burrow
#

you can make one

#

its called a "installed build"

plush yew
#

How

normal burrow
#

you need github source code i think to do it.

plush yew
#

I can clone that with visual studio

#

After that

#

I don't know

normal burrow
#

yeah what that page i sent you explains is how to make a installer of your custom engine to distribute to your team or whatever

#

you end up with an installer in the end i think.

pallid talon
#

Quick question, when creating a character with a cape and adding the cloth in UE4, does the cape need to be weighted to a bone first?

normal burrow
#

yes

#

it needs some kind of weight

#

the weight you use determines the '0' position of the vertices

#

of which max distance is based on.

#

you could weigh it completely to the shoulders if you intend everything below that to be fully cloth

#

but if the '0' position from the weights push the vertices to the front fo the character some how, it'll fight.

pallid talon
#

@normal burrow Got it! Thanks!

marsh swallow
#

Is there a way to continue playing sounds when paused?

chrome moss
#

Can I change the default port used on listen servers ( Default:7777) ?

sullen wraith
#

what's the best way to do a "grand strategy map" or something like plague ink, just not sure how to manage each country, etc etc

thin tendon
#

When making a toon shader. Is there a way I can make all the affected things (outlined objects) brighter and more vibrant? Like how borderlands do theirs.

#

I'd like to try and do it from the post material if possible so I can have toon shading as an option players can turn on and off

brittle remnant
#

Anyone know why my mesh mover (three color arrow move tool) that you move meshes around with is way far away from some meshes when I drag them in?

thin tendon
#

Point of origin on the mesh is where the transform tool appears

exotic cave
#

@thin tendon : Sure, just do some basic saturation/value work in the shader, add some powers or multiplies to the diffuse, lots of ways ๐Ÿ™‚

thin tendon
#

Thanks mate

brittle remnant
#

so somehow my point of origin is busted on these meshes

exotic cave
#

@brittle remnant : Usually that happens when a mesh is situated far away from its "handle", so to speak

#

Check your Transform values

next badger
#

@brittle remnant ue4 imports meshes as they were saved in fbx

brittle remnant
#

Yea I mean transform is all 0 scale 1

#

is there a way to fix it?

exotic cave
#

For myself, I'm a Unity refugee, I need help understanding what the "prefab" equivalent in Unreal is? The guide says it's a Blueprint, but that seems odd to me

thin tendon
#

Or when it was modelled they didn't adjust the origin. Or the used unreal merge actors incorrectly. Its easy enough to fix. Add the model to blender and move the origin to center of mass or wherever you wantit

brittle remnant
#

word thanks slim

next badger
#

@exotic cave there is no 1 to 1 matching to prefab...but actors are very similar to it

thin tendon
#

@exotic cave Yeah Ue4 prefab is basically a blueprint

exotic cave
#

What's the easiest way for me to take several meshes in Unreal and save them as a single larger object?

#

Can I just create a new Actor for that?

next badger
#

@thin tendon not just a BP, but an actor descendant, as only actor can be placed in world

thin tendon
#

The way I use most is just create an empty actor blueprint and then add each static mesh to it

exotic cave
#

That seems try-able. I just basically want a way to save the buildings or other constructions I'm making out of parts from kits as prefabs on their own

next badger
#

@exotic cave you want them to be separate? or merging is fine?

exotic cave
#

Merge should be fine, but I don't want to do it at the mesh level.

thin tendon
#

The great thing about using empty actor blueprint. Is you can have seperate settings (like render distance) for each part of the object

next badger
#

merging can be done only on the mesh level...otherwise it's not merging

exotic cave
#

I mean, I know I could just make nested objects and duplicate them, but I'd like a way that can be in the Content Browser too

thin tendon
#

Ohh yeah I got you now. You can place in world and then use a merge tool. But I couldn't walk you through it. I use blender when I want to do that kind of stuff

exotic cave
#

Unity actually is really good for this process, you can literally just drag any nested object into its content browser and make a new prefab

next badger
#

wellm you can do the same by clicking the assembly root and making a bp from it

exotic cave
#

That seems like the way to go, thank you @next badger ๐Ÿ™‚

late verge
#

amateur question: how do i reset the rotation of my viewport? it's tilted atm ๐Ÿ˜…

normal burrow
#

there is no way.

#

you have to enter play mode, reorient the camera upright and exit play mode.

#

(unless they've finally addressed this)

late verge
#

wait, i just fixed this haha

#

thank you though!

normal burrow
#

How? haha

late verge
#

i piloted a camera then stopped piloting it

normal burrow
#

I hope one day, there will be a button to do this lol

sullen wraith
#

for sale?

normal burrow
#

Hmm might get better results in #fab

gusty hare
#

Can anyone help me understand how to reference actors that aren't the player character? I want my turret to rotate and look at "Exploder" but the only thing I get if I search for Exploder is "Cast to Exploder", whereas with my player character I can Get Actor Location and "Get Player Character" (Which just makes my turret look at me) is available. Here is my code if it helps any

#

Also it's offscreen but this is all connected to a "On Component Begin Overlap (Box)" Node

normal burrow
#

Do you have a exploder variable?

gusty hare
#

I do not

#

Oh my god

normal burrow
#

Add one to your actor with the turret

#

Variable type: Actor Reference

#

Poke the eyeball so that it is instance editable

#

Then in the level you can pick the other actor

#

Within the details panel

gusty hare
#

I'm doing something wrong. It rotates once but it's in the wrong direction and then it says it's accessing none trying to reference Exploder

#

I'm not seeing "Actor Reference" for Variable type, closest I've got is Actor

normal burrow
#

Is it instance editable?

gusty hare
#

Yeah

normal burrow
#

So in the level when you click the actor with the turret

#

Do you see the variable

#

In details

gusty hare
#

yes

normal burrow
#

Try setting that to another actor

gusty hare
#

Ohhhhhhhhhhhhhhhhhhhhhhhh

#

I apologize for being so stupid

#

thank you very much man

normal burrow
#

Now just handle the case where there is no target to shoot at by checking โ€œis validโ€ in the bp and branching off for different behavior there

#

And yeah, can set that exposed variable in other blueprints to change targets

#

Donโ€™t need to do everything in details I mean

oblique tangle
#

Got a rough idea how to achieve this, but can I get someone else's opinion on how to recreate @0:55?

normal burrow
#
  1. Calculate the future given the constraints of swinging
  2. When future goes through water tower, take control from player
sinful osprey
#

I bet that's a canned animation... ^^ What P@t said ๐Ÿ™‚

oblique tangle
#

Ye it is lol

plush yew
#

I can get an isolated gun in space to always point at the target, but I can't get a gun held by an entity to get the entity to adjust its spine so that the gun is pointed at the target

#

I guess I could make the gun rotate on its own and rely on IK bones but I'm trying to keep around 100 AI active at once and I imagine that IK can be pretty taxing on resources

normal burrow
#

Luckily animation is threaded kind of

#

How are you pointing it now?

plush yew
#

Where the gun is being held at the hip and therefore can never reach the target when they're at a certain distance. So I spent last night and tonight trying towork with those nodes I linked earlier to get the desired effect

normal burrow
#

If you author the animations to have a pivot point in mind of where the gun goes, how it points

#

You can drive it that way

plush yew
#

and use an aim offset?

normal burrow
#

Eh yeah probably, Iโ€™ve never used it though

#

But that does sound like what it is for

#

If you have an animation that goes aim down to aim up, can just slide time around

plush yew
#

thats what someone on a forum suggested. It might work but It'd be down to how well I can set up the animation system and then animate, and even if I was extremely talented it wouldn't be as accurate as what I'm trying to do now

normal burrow
#

Animations are animated as aim down site then offset with ik to be hip fire

#

It makes aim down sights accurate, hipfire, what it is

plush yew
#

oh that's pretty cool

wintry mural
#

yo, Im working on an online multiplayer game in ue4.23.1 and i cant seem to find where to change the default port, is there a way in blueprint or a setting I can change somewhere?

rancid lynx
#

What node adds an actor tag to an actor at runtime? Is that possible?

gusty hare
#

hey so earlier p@t helped me get my turret to target my "exploder" through a public variable. Now I want it to target any enemy that walks in range, not just the Exploder. How can I do that? Right now on the turret I can only set "Zombie" to the Exploder, so if anything that isn't an Exploder walks in range, it doesn't turn to shoot at it.

plush yew
#

is this from a "begin overlap" event?

gusty hare
#

yessir

plush yew
#

I haven't used interfaces too much but this seems like an ideal situation for one

#

Like

#

I hope that does what I think it does

exotic thicket
#

Yeah that would be one way to do it :)

plush yew
#

You could just assign an interface called "targetable by turret" to anything you want to be targettable

#

or setup a "base enemy" class

#

then on the overlap event you could just cast to base enemy and if the cast was successtul you could store it as a variable and plug that in to your setup

gusty hare
#

Okay now how do you I get the location of something with the "targetable by turret" interface

plush yew
#

maybe something like a select node

#

ill screenshto

#

then you can get actor location of the select node

#

that might make unreal upset

#

maybe a branch?

#

that way it'll rotate towards the "other actor" only if it uses the interface

gusty hare
#

That works

#

Thank you so much, I've been stuck on this for hours

plush yew
#

np yeah its a pain

#

I'm staring at something that I think is pretty easy but I can't get a solution so I'm making a forum post

#

Like, if I knew more about rotators I could've spent these past two hours making progress in other areas

gusty hare
#

Dude I feel that

#

I keep getting stumped on what seems like pretty easy things and looking stuff up for them hasn't helped very much

obtuse nest
#

Why does my UE initialize to 73% and then close and go back to the epic games launcher?

#

It was working perfectly and then just decided to start doing this

floral aspen
#

Working on better shadows. Got two boxes standing on top of each other at the size of approx 200x400x800 mm. The top box got a 4096 lightmap and the bottom one got a 512. I really dont see much of a difference. I tought that lightmap size had to biggest influence on the shadows. Any help on this topic?

cloud cobalt
#

4096 lightmap is wild

#

Is this static lighting ? Looks like dynamic

honest vale
#

4096 lightmap sounds like waste to me

#

do you use stationary or static lights?

obtuse nest
#

Why does my UE initialize to 73% and then close and go back to the epic games launcher?
It was working perfectly and then just decided to start doing this

honest vale
#

check the log file and see what it says

obtuse nest
#

Where do I find the log file for the engine? its for all files both existing project and new ones

floral aspen
#

@cloud cobalt yes it is static

#

@honest vale 4096 may be a waste but I was trying to get better shadows. It is for archviz.

honest vale
#

why static and not stationary?

#

use stationary and enable area shadows

floral aspen
#

I will try that

honest vale
floral aspen
#

where do I enable area shadows then?

honest vale
#

In the 4.9, or later, release of Unreal Engine, Stationary Directional Lights have a new shadowing option located in the Lightmass options called Use Area Shadows for Stationary Lights.

#

I guess it should be there for all kinds of lights, not just directional? ๐Ÿค”

#

oh wait

#

nevermind

#

I suck at reading apparently

floral aspen
#

hehe

#

found it in the light, now I got 100 light sources in the shop to change ๐Ÿ™‚

cloud cobalt
#

Is the mesh static too ?

#

Does it have lightmap UVs ?

floral aspen
honest vale
#

oof

cloud cobalt
#

So this might be a start

honest vale
#

the tiny islands might bleed quite a bit with lower lightmap resolutions

floral aspen
#

this object is the one at 4096 that I tested on

cloud cobalt
#

For the record, static lights work perfectly well for shadowing - their main limitation is that they do not add specular highlights, and of course they don't light moving objects. Stationary lights should be used for the main lights in your scene, and the many smaller lights you have around should be static.

honest vale
#

yea that's a good rule of thumb

floral aspen
#

Thanks, that was useful information ๐Ÿ™‚

#

Is that even if I never have anything moving in my scene?

#

It is afterall archviz, not a game.

cloud cobalt
#

You still want specular highlights, so you should use stationary lights. You're just limited to four overlapping such lights

#

Rest should be static

#

As to your issue, can you show us the "lighting only" view and the "lightmap density" view ?

floral aspen
#

The problem with that is that I got shops with maybe 300 spots in the ceiling, there will be alot of overlapping.

cloud cobalt
#

Most of these will have to be static. You can pick a few well-spaced ones to use as stationary

#

It might work out okay since it's a bit of a floodlit scenario

floral aspen
#

ok'

honest vale
#

yea that means there are too many overlaps

#

which in turn makes some of the lights fully dynamic iirc

floral aspen
#

guess if I turn down some attenuation it will help

#

@cloud cobalt @honest vale Thanks for helping out. Now Im gonna run a build. Hope it improves the shadows. Gonna let you know how it went.

gusty hare
#

Hey sorry to bother again but I'm having an issue with my turret when multiple actors overlap it. It seems like when one actors leaves, it sets it to "Is Overlapped" to false but if another actor enters at the same time the game stops and I get an error and I'm not sure how to resolve it

exotic thicket
#

You can use get overlapping actors or something like that

#

this should return all the actors that are currently overlapping, so you can check what the number of overlapping actors is to choose whether or not to turn off the bool

floral aspen
#

@cloud cobalt @honest vale not much happend to the shadows but it took halv the time to build.

honest vale
#

I guess that works too ๐Ÿ˜„

#

are the shadows cast by a static or a stationary light now?

cloud cobalt
#

What does "lightmap density" view look like ?

gusty hare
#

@exotic thicket hey I'm not really familiar with how to use the Overlapping Actors node, could you tell me how to use it or where I'd plug it in?

floral aspen
#

@honest vale half the lights in the ceiling is cast by stationary, the rest is static

exotic thicket
#

@gusty hare you can put it in your "end overlap" graph, it will give you an array of all the actors that are overlapping. You could compare the length of the array to see if there are any actors still overlapping or not

cloud cobalt
#

Well Jakob it doesn't look like the receiving mesh is the problem

floral aspen
#

@cloud cobalt Should my objects also be dynamic when I change the light to dynamic?

cloud cobalt
#

You shouldn't change the lights to dynamic

#

But no

tame delta
#

@cloud cobalt Huh never realized static lights would have no specular

cloud cobalt
#

They can stay static

tame delta
#

Is there any work done to try and add them in?

cloud cobalt
#

Work ? On lighting ? In UE4 ? ๐Ÿ˜ฌ

tame delta
#

๐Ÿ˜ฆ

#

You could probably write the light direction with spherical harmonics in a texture ๐Ÿค”

floral aspen
#

ah yes I meant statiionary not dynamic ofc :)@cloud cobalt

cloud cobalt
#

Dynamic and stationary lights light everything, static lights only static

honest vale
#

static lights bake specularity into a texture like what happened in UE 3 iirc

#

or does it?

#

anyway, stationary are way better quality wise

gusty hare
floral aspen
#

is cast deep shadow any improvement? I am open for suggestion to improve shadows.

exotic thicket
#

@gusty hare looks good to me :)

gusty hare
#

Detecting an infinite loop now D:

tame delta
#

Can I put emotes in a function name this is a legitimate question

honest vale
#

try it

tame delta
#

I will as soon as my editor unfreeze and report back

exotic thicket
#

I've debated on occasion using ? on stuff that gives a boolean

#

in some languages that's actually a common pattern, but eh it feels a bit weird with BP nodes at least

tame delta
#

I reckon it'd be weird in most languages ๐Ÿค” What's wrong with "is" prefix?

exotic thicket
#

nothing I guess

tame delta
#

(or past participle)

exotic thicket
#

in Elixir for example you have String.contains?

#

(but you also have Kernel.is_list with no ?)

tame delta
#

Interesting syntax, never seen that (or heard of Elixir)

ashen kayak
#

Hello Everyone,

I have a question regarding custom shaders. Basically I want to be able to load mesh data from a file and load (custom) meshes. So I need a way to load index buffers and vertex buffers which constitute the mesh. As I am new and still learning the ways of doing UE4. Questions are :

  1. Shader - VertexFactory and writing custom code

    -- There are GlobalShader and MaterialShaders - I guess material shader allows you to have multiple instance and bound GPU resources.

  2. Rendering - I will be using the Deferred shading pipeline. And then I cam across Shader Pipeline - Do I need to change or alter the pipeline stages to get custom shader working ?

  3. Mesh Drawing Pipeline UE4 - Then I came across this in the docs - https://docs.unrealengine.com/en-US/Programming/Rendering/MeshDrawingPipeline/index.html

    -- Any particular details or tutorial is this regard would be helpful.

Product documentation including reference and guides for Unreal Engine 4

fervent sigil
#

Anyone knows where is UE4 roadmap for 2020 / 4.25 ?

ashen kayak
#

@fervent sigil I guess here - https://trello.com/b/TTAVI7Ny/ue4-roadmap

fervent sigil
#

I looked at that, but notice the release targets; only 2019 and 4.25

#

some of the cards are also old (before 4.24), so I'm not really sure they are planned for 4.25 either

gusty hare
#

How can I get the location of the closest actor? Right now it keeps trying to rotate to the actor that last overlapped it. I've been trying to look it up on google but I'm still lost

exotic thicket
#

You would need to loop the overlapping actors and check their distance

gusty hare
exotic thicket
#

That's the basic idea yeah, but you would loop over the overlapping actors, and save the actor with the shortest distance to a variable, which you would then use as the target

naive mural
#

Why Unreal Engine doesnt use 100% of PC?

#

Especially when compiling shaders...

abstract relic
#

Thatโ€™d be a fast way to kill it

exotic thicket
#

It's probably also quite difficult to optimize for maximal CPU usage on modern systems especially when there are other things (like Windows) that mess with the program scheduling

honest vale
#

on my end it pretty much uses 100% of CPU when compiling shaders

#

everything screeches to a halt during compilation

scenic hatch
#

does any1 have any idea about cloth in ue4?

#

ive made a flag and tried to get the cloth bit to work 500 times now and still nothing ๐Ÿ˜ญ

lapis vine
#

yeah, there is a need to control how much ue occupies the cpu. Want to do other thing meanwhile.

abstract relic
#

Itโ€™d be remarkably slower at 100% than 99%. With all the task pileup.

whole quarry
#

You can always give the UE4Engine process a different priority or disallow it to use specified CPU's

gusty hare
#

@exotic thicket Sorry to bother again but I'm pretty new to this. I've been trying to understand your answer to my last question for over an hour now and I really don't understand. Could you explain it a little more in detail?

exotic thicket
#

@gusty hare what do you have now?

whole quarry
#

that compare float macro

#

๐Ÿ‘€

gusty hare
#

Bro I'm just googling stuff and hoping it works lmao I'm really strugging to understand right now

#

I've pretty much got the sameish

#

I tried replacing the "get all actors of class" with "get all actors with Tag" after I assigned a "Zombie" tag to the dudes I want my turret to shoot.

whole quarry
#

what should "GetAllActorsOfXXX" get for you?

gusty hare
#

It should get me an array of all the actors with that tag and then get the closest actor if I'm not mistaken

abstract relic
#

Boy I hope the default for that lowest float var isnโ€™t 0

gusty hare
#

It is set to 1000

whole quarry
#

Imho, its better to use GetAllActorsOfClass than GetAllActorsWithTag (last one checks all actors in the world if it has a tag (it has a extra step that you can avoid)

exotic thicket
#

Right so the first thing

#

Don't use get actors with tag

#

Since you want to choose from the ones which are overlapping, use the result from get overlapping actors

whole quarry
#

Like you make a BP_Enemy, you code here all the basics that all enemies have (i.e. Health), then you make a child of this BP, i.e. BP_Enemy_Zombie

#

then you can just use GetAllActorsOfClass and set the asset to BP_Enemy, it will find the childs too (if spawned in the world)

exotic thicket
#

then, create a variable like "closest enemy" or something and set it as actor

#

and replace the "set lowest float" node with setting that new variable you created

#

save the array element into it

scenic hatch
#

no cloth experts here? im so hard stuck ๐Ÿ˜ญ

exotic thicket
#

this way you can save the closest overlapping actor

#

then you use that closest enemy variable for the get actor location node when you are calculating the rotation

tame delta
#

What is that grid like pattern on the shadows? Some sort of screenspace AO denoising or something? It only appears in the staticmesh editor, AO and all screenspace effects are disabled otherwise https://i.imgur.com/EWRpHkW.png

whole quarry
#

usually artifacting due to bad lightmap

tame delta
#

Oh, but it appears on the ground aswell which isn't lightmapped (just a plane the editor slaps down)

honest vale
#

looks like an AO artefact

#

are you using TAA or FXAA?

tame delta
#

MSAA only

#

Definitely no TAA, and I don't think any FXAA either

#

(although the SM editor might have its own settings ๐Ÿคทโ€โ™‚๏ธ )

honest vale
#

probably that

tame delta
#

Yeah that looks similar I guess. I use a post processing volume to get rid of it in my scene, so I assume the SM editor disregards it. Was just curious, thanks ๐Ÿ™‚

cursive haven
#

Hey so I think I destroyed my pretty complex blueprint

#

I made a mistake In the construction script and now every time when I try to open it, it crashes

#

I canโ€˜t access it or place it in the level without crashing the whole editor

#

Is there maybe a way to turn off the construction script firing?

#

Havenโ€™t found one yet

dim merlin
#

@cursive haven u could try to restore backups of the blueprint..

thick herald
cursive haven
#

@dim merlin unfortunately I donโ€˜t have any

#

The blueprint is fairly new

scenic hatch
#

@thick herald i did follow it didnt work

plush yew
#

Hello, so im trying to make a dance vid on unreal engine 4, what should i learn when it comes to the coding aspect?

scenic hatch
#

must a setting inside ue4, i got no ideas

plush yew
#

Im really Noob like so yeah

cloud cobalt
#

You don't need any programming to do this

#

It would mostly be animation work in your animation software

plush yew
#

How would i change camera and scene? It confuses me

#

Im basically trying to make a movie

cloud cobalt
#

You would use Sequencer

plush yew
#

Yes please dude

cloud cobalt
#

Which is Unreal's cutscene tool

plush yew
#

Oh ok

cloud cobalt
plush yew
#

Thanks

#

Also one more question, how would i make the animations set and fixed?

robust tree
cloud cobalt
#

Yes

cloud cobalt
clever fossil
#

i dont know if this is the right place to ask, but how did you guys start learning to use the engine? im in it for about 8 months on and off, and i seem to still know nothing. what do you consider a good resource for a beginner?

plush yew
#

Bro, i feel you but have no idea

#

Can i see some pics or something of your creations?

#

Id like to know because im rookie ty

cloud cobalt
#

@clever fossil Most people don't know "the engine" - just the parts they use for their particular job. Being a programmer, animator, environment artist, level designer or sound artist are all very different jobs, so you only need to know your part

#

Most people aren't good at 10 different jobs

clever fossil
#

there are not much, i'd say there's nothing actually. I did alot of tutorials, by different people, and they all have different ways of doing things, so i can never see "the full picture" i mostly 3dmodel, thats not hard for me, but blueprint communication is super alien to me, even though i understand a blueprint when i see it, i can never come up with stuff on my own..

exotic thicket
#

I pretty much jumped into building stuff that I wanted to build... but I have a background that probably made it easier for me to get straight to doing things

plush yew
#

Wait, whats the difference between a programmer and animater?

exotic thicket
#

Personally I still think the best way to learn things like UE or programming in general is actually trying to use it to make something

cloud cobalt
#

Animators create animation ? For characters etc ? That's completely unrelated to programming

exotic thicket
#

You can look at tutorials but if you never make anything, it won't really amount to much

plush yew
#

Ok @clever fossil

tawdry storm
#

@clever fossil Technically blueprints are like programming, so you kinda have to approach them with a programming mindset to actually come up with stuff on your own and with you being a 3D Artist it's understandable that it's not intuitive for you, considering it's a completely new skillset.

#

as stupid as it sounds, the best way to learn is to just do stuff. Think of something you want to do, break it down into managable segments and try to figure those out until you have the desired result

clever fossil
#

yea i thought of that too, i'm doing just that now, but its so hard for me, i thought there might be like a course for something like "absolute zero beginner to a generic game with all the features of a real game" with consistent instructions and stuff..

cloud cobalt
#

Just to be clear, "generic game with all the features of a real game" is not something you can do alone

#

Not unless it's literally Pong, and still

wary wave
#

depending on the game such a course would be colossal, heh

exotic thicket
#

Pong would be a pretty good start though :)

tawdry storm
#

how to make World of Warcraft in UE4 over the weekend :^)

cloud cobalt
#

Pong would be a good end

wary wave
#

old school arcade games are usually good starting points, yeah

cloud cobalt
#

A complete modern-looking Pong is still a tall order

wary wave
#

*starting points for people with some programming experience

cloud cobalt
#

if we're honest

exotic thicket
#

who said anything about modern looking lol

#

anyway, I'd imagine there are tutorial series or courses that would show you the ropes of building some basic games, maybe like a simple platformer or something

clever fossil
#

i mean something simple, run jump collect stuff progress levels, mainmenu, opening cutscene, ending cutscene, pause menu, savegame, loadgame, i think its not THAT much, is it?

tawdry storm
#

at some point I wanna try to build my own tetris clone, but the more I learn about tetris the harder it sounds, there's so much going on under the hood that isn't immediately obvious

cloud cobalt
#

@clever fossil It is a lot more than you think, honestly

tawdry storm
#

well you could do whole coursed for each of those individual elements, so it kinda is

exotic thicket
#

I would say that doing a simple platformer is not like crazily complicated, or doing cutscenes (if we define cutscenes in the simplest possible way)

#

But for a total beginner it would take a while to do still

cloud cobalt
#

there's so much going on under the hood that isn't immediately obvious
This is the case for every game - no graphical game is really simple

exotic thicket
#

It's not an impossible feat is what I'm trying to say, but it will take some work :)

clever fossil
#

oh.. nvm then ahaha seeing how people do a fps in 20 minutes on youtube with shooting, and stuff to kill, moving and jumping , not superpolished, but i dont want super polished stuff, i want it to just work :D

tawdry storm
#

making a game is a toweing task, there's good reason why big titles have hundrets of people working on them, and even if it's a one man indie game, they're working on those for years. Stardew Valley was made by 1 guy over the course of 5 years and in the first 3 of them he pretty much worked on it every single day for 8+ hours

cloud cobalt
#

run jump collect stuff progress levels, mainmenu, opening cutscene, ending cutscene, pause menu, savegame, loadgame
This is probably just a few months for a beginner who's not doing any art by themself

#

So it's possible

#

It will also not look like a commercial game at all

clever fossil
#

zero art, i want it to work, functionality . everything is a cube and TimesNewRoman font

cloud cobalt
#

Just a few months then !

plush yew
#

Damn, imagine Stardew Valley being a failure lol

clever fossil
#

but i see what you're saying.. i thought in half a year i could have myself a game ahaha

exotic thicket
#

You probably could have something basic

#

Depends on how much time you have to spend on it daily I guess

plush yew
#

Happy wheels

tawdry storm
#

@plush yew I mean the dev thought it would be done in a year, the reason he kept pushing it for so long was because he announced it early and didn't want to dissapoint so he kept moving the release ๐Ÿ™‚ that's no guarantee for success, but it worked out pretty well for him, guy's a millionaire now

cloud cobalt
#

Basically what I'm saying is, people dive into this thinking they'll do GTA or Fortnite, but more realistic goals after years of experience would be something like Besiege or Untitled Goose Game, assuming you have a small team.

#

Also realistic is the assumption that you will only lose money doing it

plush yew
#

Thats pretty sweet

cloud cobalt
#

it is

#

Just need to pick your battles

tawdry storm
#

Blood, sweat and pixels, is a great book that talks about the development hurdles of some famous games. might wanna give it a read, or a listen if you're into audio books like myself ๐Ÿ˜„

#

it's really eyeopening at times

wary wave
#

he may have kept moving back, but he also basically sold off a fair chunk of his game to a publisher in order to keep himself funded

#

which is something most developers will need to accept

#

if it isn't a publisher, it'll be an investor

#

either way they want their cut, and they'll want as much as they know you can afford to give

cloud cobalt
#

cough Epic Games Store cough

#

... If your game is amazing and ready to ship

tawdry storm
#

yeah the first few years his girlfriend supported both of them because he only worked on his game so she was the only one making money

cloud cobalt
#

Keep in mind Stardew Valley won't happen again either

#

Like Minecraft, it's a product of its time

tawdry storm
#

what I loved to hear was how down to earth he stayed. they still live in a small apartment and drive their old car around. the only thing that changed form them is that they don't have to worry about the money when they want to buy something

whole quarry
#

Isnt minecraft the most sold game of all (known) time though?

wary wave
#

well, he didn't earn that much money in the grand scheme of things

cloud cobalt
#

it is, Remco, and it won't happen again

tawdry storm
#

I bet there'll always be a game every now and then that was a passion project by one guy though

cloud cobalt
#

Not anytime soon

clever fossil
#

i learn everything on my own all the time, and so far its great, like im sure i can do SOME music, models, animations and art, but what escapes me is blueprint stuff.. its just always strange errors that noone had ever had, cuz everyone is smarter than me :D
Do you think that "Learning to program in general (which i can do to some extent)" will help that problem? or should i find something that is programming specifically for Unreal engine?

exotic thicket
#

I'm not sure if it's fair to say "It won't happen again"... but you definitely should not go into making a game thinking it will happen :)

tawdry storm
#

you say that like you know every small indie dev guy that's sitting in their apartment right now coding away the next big thing ๐Ÿ˜„

whole quarry
#

@clever fossil if you mean with smarter "more knowledgable", then yes

clever fossil
#

yes?

exotic thicket
#

I pretty much do all my "game" projects because I have some idea like "I wonder if I could do <some technical feature>" and then there's actually no actual game behind that and then that's it for that project lol

whole quarry
#

Weird errors exist due to lack of knowledge, not because of being smarter or dumb :P

exotic thicket
#

so you can certainly approach it from a learning perspective too I guess

tawdry storm
#

I just knew some very basic C# in terms of programming knowledge, and I feel it helped greatly with the mindset needed for blueprints

exotic thicket
#

Understanding program flow and such would definitely help with BP's I think

#

although it is an abstraction of sorts, it doesn't really hide how a program works in a sense

tawdry storm
#

basically what zomg said, just pick a topic. I for example want to build a little VR tech demo that has that handmirror thingy from the Timespy benchmark.

clever fossil
#

but where do i go if there's no youtube tutorial for the thing im stuck on, and documentation is... documentation? here? i kinda feel bad asking stupid stuff :D

whole quarry
#

You go to finding better keywords for your search :d

tawdry storm
#

like I said, break down the problem. you don't google "how do I make a full on jump and run" you might want to search for just jumping and running and then when you have both elements you put them together

whole quarry
#

Having an issue on something ue4 related and not finding it on the web is afaik nearly impossible

exotic thicket
#

Sometimes the answers don't really exist and you have to be able to apply some other thing into your specific problem which is probably hard for a beginner

wary wave
#

"Having an issue on something ue4 related and not finding it on the web is afaik nearly impossible"

...about that :p

tawdry storm
#

and if you're stuck on something, just ask here, there's really no stupid questions, the only stupid thing is to not ask if you need help

exotic thicket
#

Yeah I'm not even doing anything insanely complicated (I think) and I've had lots of things that I haven't found anything useful on google :p

#

There's probably checkboxes in the editor that aren't explained anywhere even if you google..

kindred viper
#

I prefer to end up in the depths of something with no docs, just so I can beat it. It's like the best game ever. Challenge yourself to code diving the source and see where you end up

whole quarry
#

I can even find out how to do networking with encryption for Blueprint :E

tawdry storm
kindred viper
#

im also not a fan of it when I have no time tho

sullen wraith
#

when you have a "naked" character, whats the best way to manage clothing on them?

#

wanting to be able to change clothing

whole quarry
#

Arent clothing their own character mesh parts?

kindred viper
#

@whole quarry there is an encryption in the serialization part of the engine you can probably use. I swear I read about it on my travels

tawdry storm
#

switch the part of the body with one that has clothing on them, maybe?

#

so you don't have a naked torso with a shirt over it, you just switch the torso with one that has a shirt on

exotic thicket
whole quarry
#

@kindred viper i need XOR, RSA and Blowfish, its a bit different :P

tawdry storm
#

if that makes sense

exotic thicket
#

Sorry had to do it

tawdry storm
#

sound like my kind of project ( อกยฐ อœส– อกยฐ)

vale silo
#

do you think we'll see 4.24.2 any time soon ?

whole quarry
#

Yes

tawdry storm
#

yeah but normal soon, blizzard soon or valve soon?

whole quarry
#

The kind of "soon" a dad says just to make his kid stop asking for it ๐Ÿ˜

#

I would guess febraury/march

#

~3 months update cycle?

kindred viper
#

@whole quarry that doesn't seem like something you would find info on with regards to blueprint. Definitely added in the backend. Don't forget you don't have to use the replication from UE at all. You can create your own socket servers and simulate that if you liked. Or use it as a middle man between the UE networking and server. It depends what you are encrypting though, the calls, signatures, etc, or actual uobject/uproperty etc. Either way, should be possible at least.

plush yew
#

PLEASE for the love of GOD Epic, add back in the feature to automatically check out maps when you save them

#

I just lost 5 hours of work because this feature no longer exists in ue4.24

kindred viper
#

the editor does know when you need to checkout so its upto you really

whole quarry
#

@kindred viper im doing the crazy thing, making a MMO (more for fun than anything serious). I started with searching for libraries and ended up finding an post by @polar hawk about CryptoPP being in the engine source. Next step was to expose it in Blueprint. For Socketing I just use the NetShield plugin from @vale halo

plush yew
#

I had to load up another map and when I clicked save it didnt save

#

Because of how maps save now on source control

whole quarry
#

Google is the best friend :P

plush yew
#

They dont save unless if you "triple save"

#

Which is incredibly stupid

#

Its anti-user friendly

whole quarry
#

Server side is a different ride tho

#

Java powerrrr :D

kindred viper
#

I dunno. Mine dont need that. I make any edit, the editor pops up a message in the bottom right corner. So I checkout, then save, and its all good. Not submit at that point obv.

plush yew
#

this stuff

#

If you dont click make writeable it doesnt save

#

Before it would automatically check out the file

kindred viper
#

dude thats editing outside of source control

plush yew
#

What are you talking about

#

Im using source control in ue4 rn

#

Im using perforce

kindred viper
#

its like unsetting read only on the file properties.

#

you need to checkout

plush yew
#

What Im saying is in 4.23 and before it automatically made the file writeable

kindred viper
#

no it didnt

plush yew
#

And checked it out for me

#

YES IT DID

kindred viper
#

ive used perforce with UE4 for years mate. Unless you specifically told it to it did not

plush yew
#

Dont say it didnt because I wouldve bitched about it earlier

kindred viper
#

checkout = p4 knows to check in later. make writable = sets local file permissions so you can edit and checkout/in manually later

wary wave
#

I don't believe it's ever worked any other way

#

you have to specify whether you want to checkout or make writeable before it can be saved, which is more a perforce thing than a UE4 one

plush yew
#

Okay I never had to specify before

#

Whenever I saved a file, it would always automatically check out

exotic thicket
#

is Perforce one of those that allows only one user to check out a file at a time?

wary wave
#

@exotic thicket - depends on how you've set it up

#

but best practice is to have exclusive checkout for binary files

exotic thicket
#

ah I see... I remember having fun times with Visual SourceSafe, coworker checks out a ton of stuff and then goes on holiday...

rotund scroll
#

also a really good idea to setup md5 checksums

#

since p4 doesn't checksum its own files

wary wave
#

text files wouldn't be exclusive, so less of an issue, hehe

#

if Epic would make the blueprint tools standalone, we could finally make blueprints non-exclusive too

plush yew
#

Okay but I swear to god

#

Beforehand it always automatically checked out files

#

I swear it did that

wary wave
#

if it was, it wasn't working

plush yew
#

No it did work though

#

And now since the engine upgrade all my team members have been bugging me about it

#

And now I see why

wary wave
#

by design it should ask - so if it isn't asking it's not working

#

it is nothing to do with your engine version

rotund scroll
#

yeah it's to do with perforce if anything?

wary wave
#

aye

rotund scroll
#

anyway I have had bad experiences with perforce in the past so I don't use it anymore for personal projects

wary wave
#

how so? P4 is usually pretty reliable compared to other options

rotund scroll
#

(see also: checksums)

plush yew
#

Ill deal with it

#

I just know now to click "make writeable"

#

But I just lost all this lighting progress

worn cape
#

Hello !

I have to know something ... I managed to work through some tutorial quite well, and everything is working quite fine. I am flying around Jets and they have their PhysicsBody Component flying around, but that tut does move me around my physics component all the time.
If i review, and i am really not surprised about it, my actor stands still, so i loose quite a bit of good functionality, if i am going over more of this ...
But ! How would i now move the complete actor as like this physics body ???
It seems so clear and easy, but i am missing ... at least one logic, i think...

plush yew
#

And now I have to restart from blockout

kindred viper
plush yew
#

Where is that setting?

kindred viper
#

editor settings -> loading and saving -> source control

plush yew
#

Thank you

rotund scroll
#

@wary wave perforce managed to corrupt files across some networked connections, and since it did not checksum them the files ended up corrupted on the depot

wary wave
#

you should probably be using the default settings tbh

plush yew
#

Saves me a lot of time

wary wave
#

@rotund scroll - can't say I've ever seen that happen

kindred viper
#

I can see how that could happen with a bad network connection

rotund scroll
#

well since perforce doesn't checksum it can theoretically happen at any time

wary wave
#

but I'm not sure we've ever used it without using a checksum

#

even so, you can always revert

rotund scroll
#

that's why I'm all for md5 checksums

#

well if it becomes an issue where it happens consistently regardless of connectivity, then it's not solved by a revert

kindred viper
#

doesn't make sense to not use them. But then I've never thought about it. Bet its one of those things that will bite me in the ass

rotund scroll
#

take the advice vicariously @kindred viper , it's free ๐Ÿ˜‰

solid sierra
#

Hullo, still trying to figure multiplayer stuff out.
I can't seem to get an actor to replicate properly. When the game starts and for a few seconds while a player is pushing it around, its location and rotation is replicated just fine, but after a while it just isn't, and both players see the actor in different locations. I'm using a hover blueprint that I followed a tutorial for in single player, if that matters.

kindred viper
#

honestly I try not to play with it if I can help it. But I was going to upgrade it as im on an old server version now. should probably upgrade stuff like that

plush yew
#

shit... i deleted UE4 after a rage but idk how to get it back

solid sierra
#

...

plush yew
#

i thought there were no stupid questions

#

so where is the download?

#

i literally have Epic Games running and yes im a bot

whole quarry
#

from the launcher

plush yew
#

yo i dont see it tho

whole quarry
#

or click on the big + to add an engine version if you have none

plush yew
#

oh shit

#

thnks

whole quarry
#

np

kindred viper
#

are those even public and please answer in #lounge ๐Ÿ™‚

tame delta
#

Oof there's a pretty massive bug in the engine regarding actors rotations

#

Even a translation completely screws up the rotate

tawdry storm
#

that sounds unlikely

tame delta
#

ikr

#

Why would the pivot affect translation?

#

Well I agree, but shouldn't the translation not be affected by the pivot position?

#

Putting the pivot/gizmo at the center of the object makes no difference in this case

#

What do you mean by snap?

#

"Center on selection" just resets it to the origin (parent's position)

tawdry storm
#

yeah looks like a pivot issue, is the pivot of a parent rotated or maybe the one of the object itself? if you move it in world space it tries to account for that and rotates it accordingly

tame delta
#

Makes sense, but the parent is center at 0,0,0 world, and only has a 90.0ยฐ rotation on the X axis

#

@verbal oar Everytime I click that option the rotation changes

#

The object doesn't move visibly since it's gimbal locked, but still, that's just very odd behaviour

wary wave
#

the rotation is probably not actually changing

#

it's just the transform is going through a conversion in the background

tame delta
#

@wary wave That's what I'd think, just the calculation of the euler representation

tawdry storm
#

easiest way to find out would be to move it and set it to the previous rotation to see it it's actually changing

tame delta
#

Except when I rotate it it starts drifting on other angles, making me believe that's not just a reprensentation, but it's actually used iteratively...

wary wave
#

the rotation is probably still equivalent - but it is kinda annoying

tame delta
#

@verbal oar No no, just a dumb old static piece of SMA

#

It's all just CAD models, so I don't choose the pivot either

#

I use blender, not on those models though

#

I got millions of them ๐Ÿคทโ€โ™‚๏ธ

tawdry storm
#

it's weird to see transforms on them at all. usually whenever we had CAD data all the pivots were at 0,0,0 with no transforms

oak sequoia
#

hey is there a technical issue channel I can ask a question in?

wary wave
#

just pick the most relevant channel to your problem

oak sequoia
#

I guess that would be here, im importing an fbx model from a pack i got online, its low poly from quanternion, however when i try to import it my unreal engine crashes

wary wave
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install debug symbols if you don't have them already installed, then post the crash report

#

best bet though would be to just re-export it from another application

oak sequoia
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okay ill try that thanks!

tawdry storm
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might want to open it in a 3D Modeling tool and check if there are duplicate names in there. That's usually what caused crashed on import for me

oak sequoia
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this is the error i get when it crashes : LoginId:3c7345c24fbd80a81dfb84a721682db8
EpicAccountId:3da3cffb0a144be4ab6767d273afb075

Assertion failed: Resource [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UniformBuffer.cpp] [Line: 265] Invalid resource entry creating uniform buffer, FLocalVertexFactoryUniformShaderParameters.Resources[0], ResourceType 0x6.

UE4Editor_Core
UE4Editor_Core
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

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okay ill open it in blender and then check thanks ๐Ÿ™‚