#ue4-general

1 messages Β· Page 626 of 1

sweet relic
modern ginkgo
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thanks

abstract relic
forest tree
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I feel silly, but I'm having some issues with overlap events and spline meshes. While I am able to actually get the overlap event successfully, I am unsure how to discriminate between spline meshes.

Imagine I have 3 different spline meshes that represent water: river, lake, ocean.

If the player overlaps with river or lake, they should be able to drink. Overlapping with the ocean, not. How can I know what "thing" I am overlapping?

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Ideally I'd add a class/component to the segments of the river/lake splines with type "drinkable water" or something. Which I can then cast to.

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Oh, I am using splinemeshes with the landscape layers. Perhaps that's not what I should be doing.

plush yew
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hello guys I have this problem from today-I didn't do anything-I started doing some code in third person bp and I can't save it -wtf

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how to fix the problem?

uncut vigil
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Do you have the project opened twice?

plush yew
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nope

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only one

abstract relic
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Open task manager and verify that there’s only one project open

plush yew
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ok

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@abstract relic

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nice i got the forwar movement

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yeah

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XD

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how to fix this problem I can't work now 😦 but I want-wtf

normal burrow
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check the log thebigfish

plush yew
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which log?

normal burrow
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output log window

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under window -> developer tools

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try to save, then watch it for messages.

plush yew
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now I am verifying the ue 4 it worked perfectly-wtf

normal burrow
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how much space do you have available thonkConcern

plush yew
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in my disk?

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don't worry I have 13gigs left cus fortnite 80-XD

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250gb ssd is not enough-xD

normal burrow
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13gigs is not much

plush yew
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now the problem is fixed-it didn't can verify cus one ue 4 I had open but not shown and I closed it from task manager so all is done πŸ™‚

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yup I know-xD

regal yoke
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What is best way to create chunk system in UE4

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do i put just 16 x 16 collisions and put voxels to that or is there better way?

plush yew
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guys other problem: I want when i press Escape to pause the game and when I press again Escape to unpause but it works only when I pause it-then I can't unpause πŸ˜‚

normal burrow
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escape is not pause

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unless its your game code?

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escape will end PIE by default.

plush yew
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@normal burrow

normal burrow
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what if you click the viewport after pause?

plush yew
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you cannot move after you pause the game

normal burrow
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perhaps setting your actor to update while paused it does something?

plush yew
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hmm

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I think when i click escape to open pause menu not to pause the game-right?

normal burrow
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shooting in dark rn, idk

sweet relic
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select the Escape input node and check "receive input while paused"

plush yew
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I will do it with the visibility

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it works!

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I think this should work

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yes should work

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but no

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no working

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wtf

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i dont know about the released but yes

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I started it as standalone and spamm the escape button and nothing-wtf

plush yew
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receive input while paused will be boolean variable?

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youre trying to create first player movement too?

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??

sweet relic
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@plush yew it is in the input node 'Escape' in your case

plush yew
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so what about the escape node?

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oh wait

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nvm

sweet relic
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select it and set 'recieve input while paused' to true

plush yew
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ok

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what is this 'recieve input while paused

sweet relic
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it does what it says on the tin: the input event will still fire while the game is paused

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by default input is blocked while paused

plush yew
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idk

normal burrow
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that screenshot the big fish

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click escape. make it glow

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then look on right side of window

plush yew
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when I click escape it freezes and nothing in the right side

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@normal burrow

normal burrow
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apply mouse to green x

plush yew
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I click one time only on the escape button and it pause and unpause-why

warped tangle
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when you put it ui only, I believe that won't handle input, so it's probably immediately releasing

plush yew
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so I want when you pause to stop moving-disable movement and UI enabled

sweet relic
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select the 'Escape' NODE in the event graph. The 'receive input when paused' property will be in it's details

plush yew
uncut vigil
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you have to hold it to pause like it is now, use a flip flop node?

sweet relic
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"Execute when Paused" is what you want

plush yew
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ok

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so to do it with tick?

sweet relic
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yes

plush yew
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so why on this way it doesn't work with the escape button?

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anyone want to have my firstPersonChar i made?

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so n ow if I test it will work?

normal burrow
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set it back to pause on and off

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idk what input mode is, but per your original question. that setting will fix it.

plush yew
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ok

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but I want when you pause to don't freeze the game, to disable movement and the rest enabled

normal burrow
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is it intended that a menu be in place at some point?

plush yew
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yup

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there iwll be

normal burrow
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do the menu first.

plush yew
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that's why I think to do it with visibility

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ok

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for now is one button

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I won't do design or something

normal burrow
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it should consume input from the controller when done properly.

plush yew
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I want to make the mechanic first

normal burrow
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one button is fine.

plush yew
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yup

normal burrow
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so what you want is, when you throw that menu up, that menu gets the key events instead of your blueprint.

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then they don't reach the blueprint at all

plush yew
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idk what are you talking about

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and now is working

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now I need to add the inputs

mint horizon
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Is it possible to put datatable rows of subtypes in a datatable?

plush yew
abstract relic
normal burrow
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Lupix, I believe rows are only by FName

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but you could use the type's name as row name

mint horizon
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I mean subtypes of the struct? So I would have extra columns from the subtype

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or is it only one FTableRowBase type per DataTable? even with child types

normal burrow
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unsure what you mean there lupix

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columns can be of any type

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that is accessible in blueprints at least

timid basalt
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Hey I have a problem launching Unreal Engine I've tried resetting my pc and have the latest drives and I have no idea on how to fix this issue, the engine never gave me any crashes but never started up, any help

plush yew
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here is my first person char

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works pretty good

abstract relic
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Go to [project]/Saved/Logs
Grab the logs Fuze

timid basalt
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ok

sweet relic
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@plush yew this is prob the wrong channel for that

plush yew
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which should i post this in?

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oh ok

abstract relic
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Also, file downloads are sketchy. Show a video instead

plush yew
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ok

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which format?

normal burrow
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youtube

plush yew
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ok

abstract relic
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YouTube

regal yoke
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how to make it so that when i click cube

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something happens

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actor

plush yew
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now I did it 50% with the pause-when I press escape it shows the pause menu but when I click again it doesn't remove it-hmmm

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I did it with 2 functins

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@normal burrow

normal burrow
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watch video HighTide found you

plush yew
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nah, his way is so complex-I want to make it simplier

normal burrow
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K well, shrug

abstract relic
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goodluck

mint horizon
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@normal burrow For example if I have a datatable of a certain struct that inherits from FTableRowBase, is it possible to have rows in that same datatable that are subtypes of the struct that inherits from FTableRowBase?

normal burrow
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Probably not

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no idea though.

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you'd have to try it.

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But would not expect a column of type row to be functional

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Structs aren't very smart in unreal

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there are some exceptions

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like FAnimNode and graph related things

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but most of the time just inheriting a struct doesn't provide you means of overwriting functionality of something using the lower type already.

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You could search the code for FTableRowBase usage @mint horizon. if its something you see scattered around frequently,. observe how its used.

timid basalt
normal burrow
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What version of windows is that?

timid basalt
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10

normal burrow
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32bit?

timid basalt
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64

regal mulch
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Launcher Version of UE4?

timid basalt
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4.24

regal mulch
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Folder says 4.23

timid basalt
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4.23 sry

regal mulch
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So, Launcher Version?

sweet relic
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try verifying the engine install

regal mulch
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I guess so, did you try to verify?

timid basalt
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I've tried 4.24 and below and get the same error or it just doesn't launch at all

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but ok ill try verifying thx

regal yoke
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how to make it do this part 20 times

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stop when inder is 20

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but always do location * 2

normal burrow
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use Don

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Don is easier

warped tangle
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Should clarify that's Do N, not "Don" lol

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Don can't help you here

normal burrow
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I call it Don

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lol

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Don helps

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just remember to use a seqence node before don if you need done

exotic thicket
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Do N Draper πŸ€”

sweet relic
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Don: Make Flow Control Great Again

normal burrow
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Over and over*

plush yew
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im still not sure what game i should make...

normal burrow
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options?

plush yew
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i think about like a time travel game where you have to chase another guy through different time periods

warped tangle
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Do it

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Do that one

exotic thicket
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Sounds like a fun idea

regal yoke
rotund scroll
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but also, just make it one time period because you don't have assets

regal yoke
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how to create cube with this system

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like 20 x 20 cube

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20 x 20 x 20*

rotund scroll
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take your wildest idea and try to do like 1% of the scope of that idea

exotic thicket
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My game is in one time period and I'm slowly realizing how freaking huge some of these things I want to have are and it's never going to look good with my skills lol

normal burrow
exotic thicket
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I think it'll just have to forever be BSP brush blocky geometry with the default checkerboard texture. I'll just pretend it's a retro aesthetic

regal yoke
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@normal burrow how to

plush yew
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well this game is terrible XD

normal burrow
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that game is one of the first direct x titles out there πŸ˜‚

exotic thicket
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oh shit time commando

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I remember playing the demo of that

normal burrow
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i think the demo is all most ever played lol

plush yew
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well the animations are awful

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collisions are wrong

regal yoke
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what ever

normal burrow
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1996

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what is 20*20*20 slyack?

plush yew
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yeah but you need different animations

regal yoke
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yes i want 20 x 20 x 20 group of cubes

rotund scroll
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imagine a game where you travel to different time periods, but they're all BSP brushes so really you can't tell them apart

plush yew
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not just one

rotund scroll
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now that's a well scoped game

regal yoke
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it just creates that stair so how to make it so

exotic thicket
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solid 5/7 bsp brushes

plush yew
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my idea is like that there is a building and you can like go 20 years back and you see it is being built or you can go 100 years ahead and you see the ruins of it

normal burrow
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ocarina of time style?

plush yew
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i dont know i never played it

regal yoke
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k dont help me thn

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bad community

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forums better

plush yew
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LOL ok..

rotund scroll
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lmfao

crystal topaz
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Does anyone have any idea why Chinese simplified (zh-Hans) doesn't want to work when switching languages ingame?

I've done the translation into this language in the localization dashboard, I've added culture when packing, but still no luck

rotund scroll
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@plush yew ok that could actually work if you just make the same area pre/during/post construction

plush yew
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yes

rotund scroll
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just keep it reaaaaally small

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like 50x50 m2

plush yew
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i will make a small village i think but yeah maybe a test with one building would be cool too

crimson lake
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Hey everyone, any clue on how to set up an Isometric scene?

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block coordinates and the classic isometric camera that follows the player?

karmic cloak
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Anyone able to help me with unreal I have 2 issues 1 ai model floats even tho I set feet on ground and 2 the blue movement arrow is pointing out its side so it moves sideways

plush yew
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ok i have a question which objekt files is unreal excepting?

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like obj. stl. etc

crimson lake
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obj and fbx are the basic recommended

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but there's a plethora of others

plush yew
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ok should i create the files in unreal or blender?

crimson lake
plush yew
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ok then ill use blender

crimson lake
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Hey everyone, any clue on how to set up an Isometric scene?
block coordinates and the classic isometric camera that follows the player?

plush yew
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When I start a new project using the ArchViz template, I get the following warning:
Memory Allocation Warning

A resolution of 2048 will require 256 MiB of video memory PER Reflection Capture Component. Are you sure

Where do I change the settings so this doesnt happen?

normal burrow
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the warning or the running out of video memory?

plush yew
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Both

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but particularly adjusting things so Im not getting the warning, and I'm not a risk of running out of memory

normal burrow
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lowering the resolution would help

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unsure where that setting is

plush yew
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ya, thats what I;m running up against too -- I kinda figured that was the solution, finding the setting amongst the thousands is the problem

normal burrow
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did you check project settings? Edit -> Project Settings

plush yew
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how ya doing today @normal burrow

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yes

normal burrow
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Doin alright, thanks

plush yew
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i'll look again though -- that would be the logical spot

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cool

crimson lake
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(tell me when y'all done so I can re copy pasta my question don't wanna be rude lmao)

normal burrow
plush yew
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LOL -- i found it -- its under engine-rendering in the settings

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LOL -

normal burrow
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i found this, its 128 in our thing

plush yew
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thanks man-- I appreciate it a lot

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ok @crimson lake all urs

crimson lake
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thanks boss ❀️

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Hey everyone, any clue on how to set up an Isometric scene?
block coordinates and the classic isometric camera that follows the player?

fleet scroll
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How do I assign the shift key to a gamepad so I can get extra button space out of it?

regal yoke
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HOW TO TAG 3D MODEL

fleet scroll
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Gamepad left shoulder is what I'd like it to be

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@regal yoke click on it's mesh and it should be in the details panel

crimson lake
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Hey everyone, any clue on how to set up an Isometric scene?
block coordinates and the classic isometric camera that follows the player?

plush yew
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Is there a way to keep my arch viz character from rising or falling as I look up and down while I am moving?

supple totem
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@crimson lake I don't think itd be simple. You'd have the build the systems from the ground up. It's be an advanced project I think.

crimson lake
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@supple totem Camera angle following at least? I can count on grids for the coordinate system and let the character move freely

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just some keywords I can start researching the hell of, just need to know where I'm stepping

supple totem
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I've seen tutorials out there, can't remember the key words

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Like resident evil style camera?

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The old ones

crimson lake
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more like

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lara croft go ?

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monument valley

heady mist
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wouldn't it be a camera follow and you lock rotation based on the angle to the player?

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and if you're talking about oldschool games with their cell movement in isometric games I think there's a free asset on the marketplace that might have that sort of thing

crimson lake
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cell movement would be a cool extra

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but as a major approach the angle is what I care for most

heady mist
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maybe removing the inputaxis turn events?

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or setting up a branch with the condition based on the camera mode you have

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so say if you wanted to have both isometric and third/ first person, you'd have those conditions determine if you rotate the camera

crimson lake
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so to set the camera and screw with the focal length, lock rotation and follow player?

heady mist
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if that's what'd get you your results

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since the isometric camera is always either locked in a certain area and moved by tiles, or it follows the player, similar to how diablo acts with it

crimson lake
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I see

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I'lll have a go at it

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thanks a ton !

open eagle
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@normal burrow I think I found the problem why the hand moves from my character

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for my 1D aim offset, there are 2 anims, up, down, and center

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when the engine tries to interpolate between them, the hand_L moves unexpectedly a bit but when the axis value reaches the closest to the anim, the hand gets corrected

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so the farther away I am from an animation on the axis, the more the hand deviates

crimson vector
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Anyone know how to deal with this problem? UE4 crashes when attempting to load the project, same crash every time. Tried rebooting machine and reinstalling UE4 and the problem persists:

tame salmon
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landscape question: I created a simple landscape (scale x-y-z 100, section size 63x63, sections per component 1x1, number of components: 1x1). I was expecting to have an actor of size 63x63 meters where each vert-section is one meter away from each other. However, it is smaller than 63x63, 42x42. should it be 42x42 meters. what am I misunderstanding

mossy nymph
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@crimson vector install editor debugging symbols

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then that crash report starts to become useful

karmic cloak
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Ok fixed one of my issues now I just need to figure out how to fix the sideways run anyone able to tell me how to adjust the movement arrow

crimson vector
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@mossy nymph Does that require compiling UE4 or can I just install an addon somewhere?

mossy nymph
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epic launcher - your engine version - options

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takes 20 or so GB of space, but download is just 2-3

obsidian lily
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I have I guess I believe that nothing exists since that's what I was told when I asked, but I'm really surprised that there really aren't any fully-featured third person controllers that are animated and can handle all the normal character movement. It's especially surprising given how many tutorials are out there about how to set up a character and how many animation sets exist in the marketplace. Not one of those people thought it would be worthwhile to bundle their animations up into an animation blueprint that targets the mannequin skeleton? With a basic controller to drive the blueprint as an example?

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it's not that it's super hard to do, but it's not trivial either, and it's such a universal need that it's fucking with my intuition about which assets probably exist already

mossy nymph
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some of the paragon characters have the working anim BPs

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maybe all of them by now, they have been adding them

normal burrow
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@open eagle that sounds right

mossy nymph
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Shinbi was the first one with the anim BP

plush yew
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the packaging is not working somehow

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it can not be played

scenic hatch
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so u can download their characters and then go in the BPs are look at the fully built anim graphs?

open eagle
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So how can I fix it

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it is not seeming to interpolate right

normal burrow
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if you think of your arms and your fingers

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interpolating between these poses of joints

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its moving between the angles in each connection

open eagle
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Is there any way I can change the curves

normal burrow
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so the point where the hand ends is not mathematically guaranteed stable.

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Changing the curves wont make it blend better unless you have some really well thought out blending mechanism in place to specifically allow for it.

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What you can do

open eagle
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is make more anims between?

normal burrow
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If you bring the animations into blender for example, set up bone constraints on ik_hand_... bones to position to the fk version of them then re-export the animations you'll be blending the translations in a space that makes more sense

open eagle
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what is a bone constraint

normal burrow
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COPY_TRANSFORMS is the type of constraint in blender you would use

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its a blender armature thing

open eagle
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I am pretty sure epic made these in maya

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Ok i see what a constraint is now

normal burrow
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I don't really have any other ideas on how to address the blending issue though. you can't blend the forward kinematic pose and expect them to line up

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Yeah blender will work though

open eagle
normal burrow
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is that maya?

open eagle
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No it's UE

normal burrow
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ah yeah no, not in UE

open eagle
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I'm asking if that is what a constraint is?

normal burrow
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its not the kind i was referring to

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The aiming animations don't animate the IK bones

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so i'm suggesting you do that via a 3d program

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and reexport

open eagle
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I am still currently using hand_r

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Here's the thing, These anims are from the animstarterpack which does not include the FBX source

normal burrow
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right click -> asset actions -> export

regal yoke
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why is this shit just saying FAILED TO SAVE FAILED TO SAVE

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FK THIS

plush yew
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I made a animation in blender, and tried to import it to UE4 and had an error of "Multiple roots are found in the bone hierarchy". Should i post it in the animation tab?

digital anchor
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if your armature is named Armature, ue4 deletes it on import, leaving multiple roots

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you can either rename to something else, so it doesnt delete, or create an extra root bone, whatever you prefer

plush yew
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ok, should i name it Skelleton?

normal burrow
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I thought that just meant you didn't export selection?

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root is a fine name

digital anchor
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im assuming your armature is fine, if you already have multiple roots you cant have it

abstract relic
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Naming it Armature will just make the skeletal invisible. It's an old issue.

regal yoke
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...

plush yew
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Nice, it worked. Many thanks.

open eagle
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oh btw

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Since my game is multiplayer, how can I make sure my aim offset is replicated and everyone can see it

normal burrow
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shouldn't matter so long as the animation blueprint gets the same data

open eagle
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It is not really working

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I have some really weird replication issue

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only the server can see the client's aim offset working

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other clients can't see eachother's aim offsets

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but only the server can

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and it seems only the server can see it's own aim offwets

regal yoke
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where is perlin noise

plush yew
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Hi, I am new to this industry and I have a little question that grinds me, I do not excel in mathematics and my question is, how much math do you have to do a car type simulator game, simulator bus for android and tell me like what math stuff I have to learn, formulas, etc.

short onyx
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I have search but i can't even find someone that did something great on Unreal...

fierce cave
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Nvm

sweet relic
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@plush yew you can get by most simple game dev problems with simple maths, linear algebra and wikipedia. For sims you will probably want more accurate, so familiarity with physics etc will be a plus.

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^ a good primer for gamedev maths

karmic cloak
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How do I fix this

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This is the one thing I haven't seen online and it's getting aggravating

solid sierra
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rotate it? (keep in mind I'm a complete noob so 🀷 )

karmic cloak
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No

kindred viper
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is it a problem with your screen? Looks like it only dumps screenshots from the "I'll angle my phone and something awkward at not post an actual screenshot" angle. πŸ˜„

sweet relic
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@karmic cloak you should be able to rotate the skeletal mesh component within the Character BP to match the forward vector

rotund scroll
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asked this in #animation as well, but let me throw it in here too: is there a way to freeze position in the UE4 animation editor, so that frozen bones keep their position while other bones rotate in relation to them?

karmic cloak
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Ok that helps @sweet relic but have to find forward vector in bp now :)

kindred viper
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@rotund scroll I would get used to Pose Assets. You can snapshot the bones, then interpolate between the next pose, only manipulating whichever bones you like.

sweet relic
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the forward vector is the little blue arrow

rotund scroll
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@kindred viper interesting, recommend any tuts on this?

sweet relic
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or +x

rotund scroll
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wait nevermind that's just what I am doing right now

kindred viper
rotund scroll
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and keyframing them down

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the point of a freeze would be to make this easier by rotating adjacent bones to fit

normal burrow
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PoseAssets are likely not what you want

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they are for driving poses by curves.

kindred viper
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oh you mean like twisting a body and the hip sits right, but the ribs follow?

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you dont need curves tho pat. You can do it anyway you like

normal burrow
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you have to make curves

rotund scroll
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yeah so for instance freezing the feet (because they are in the correct position) while you fold or unfold the knees, hips etc.

normal burrow
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to evaluate the pose

kindred viper
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not last time I did it

normal burrow
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single frame animation is way way less overhead

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don't believe there is any other way than using modify curve to make a pose selection?

kindred viper
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@rotund scroll I would say that comes more under IK or FK at least.

rotund scroll
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@kindred viper sure but this is editor time not runtime

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I don't actively need to adjust the feet to a surface, I need them to stay still while I rotate the rest of the body in relation to them

kindred viper
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@normal burrow perhaps its changed but last time I used them, I was snapshotting the end of anims, manually interpolating into the next pose (by matching member ref), and chaining it that way. If I was using curves, then its completely wiped from my memory, which is not an uncommon thing to occur πŸ˜‰

rotund scroll
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anyway the question was, does the functionality exist?

kindred viper
#

perhaps I never used it and left it on default for a linear effect perhaps

normal burrow
#

yeah, pose assets are real specific to that usage, its a confusing name in general.

#

I've never used animation editor in ue4 btw cranz

#

so unsure on that

kindred viper
#

technically there is a UWorld in editor, or one of them at least. So I would also presume that some form of IK/FK would be applicable in engine too. Especially with the anim editor showing it

#

I mean, thats a vizualiser technically so I dunno

rotund scroll
#

I guess I'll have to brush up on my math skills and create a blutility

normal burrow
#

yeah every viewport is a uworld, you can set a post process anim blueprint but i don't know that it helps with the animation editor or not.

forest tree
#

Encountering a weird issue: AI perception with the same set of characters works fine on one map, but does not work on another map. Player is not being perceived. Anyone seen that before?

obsidian lily
#

oh dear. I played with a paragon character, got what I needed from it (blueprint ideas, that sort of thing), and now I want to remove it. It's now locked up UE twice trying to remove it. It takes a long time "deleting" everything, then tells me to force delete it. when I do the editor locks. Maybe it's just working and I should let it? Last time I let it run about half an hour before killing the process. what should I do here?

mossy nymph
#

i usually don't import stuff i just play around with into the project i'm working on

kindred viper
#

if its telling you to force delete it, there may be some reference hanging around

mossy nymph
#

if its memory reference, its just undo history

kindred viper
#

aye probs

rotund scroll
#

ah fuck I almost had it with an animation modifier class

#

until I found out I can't make a hashmap in utilities

obsidian lily
#

yeah I mean, I just dragged the character into my scene, checked it out, then deleted it

#

then I tried to delete the folder

#

and now I'm stuck

#

will I break things if I just delete the folders from file explorer?

thorny quarry
#

I am designing a Houdini Digital Asset land asset for Unreal that can generate bodies of water and am adding a "Water" Component Tag by including an unreal_uproperty_ComponentTags attribute to the HDA in Houdini. This is working great, but I also need to be able to remove that tag if water is toggled off. Does anyone know how to do this (or where to best post for help with this)?

obsidian lily
#

holy crap, it unfroze. It actually was doing something

#

how the hell did deleting a folder take my rig all thattime?

#

like 45 minutes or something. It's not even done, it's just not frozen anymoer

abstract relic
#

Finding refs and making redirectors

obsidian lily
#

what in the fuck. It just finished after 50 minutes

#

and the folder is still there!!!

normal burrow
#

it gave up

abstract relic
#

Yep. Now you gotta fix up redirectors

obsidian lily
#

wait, I think the folders are all empty?

#

there shouldn't be anything to redirect, there's no references in the project

abstract relic
#

You need to enable show redirectors

obsidian lily
#

buh.

normal burrow
#

buh?

abstract relic
#

It is the devil. I know

obsidian lily
#

ok, is it in view options? I'm not seeing it

#

note to self: never add anything to my project, ever, for any reason

manic pawn
#

you can show redirectors? br_eyes

normal burrow
obsidian lily
#

ok, got it

normal burrow
#

slap @manic pawn

obsidian lily
#

actually there are none, it's just an empty directory tree now

manic pawn
#

that is epicly hidden

obsidian lily
#

the files are still there in explorer, but I guess they just aren't in the project anymore

#

I see delete the folder now, in explorer? without it breaking?

brave widget
#

@obsidian lily Look in the folders in Explorer. You might be surprised an non-unreal file might be there

#

Did you do the Fix Redirectors thing first?

normal burrow
#

doctor

#

did you try deleting again in eitor?

abstract relic
obsidian lily
#

well I did view redirectors, and I see that nothing is there

brave widget
#

But did you run the process to fix redirectors?

obsidian lily
#

@normal burrow yes, I tried deleting again in the editor, it doesn't complain, it just does nothing at all

#

@brave widget no, how do I do that?

abstract relic
#

do it anyway if you don't see them. That's how sneaky they are

obsidian lily
#

so sneaky!

normal burrow
#

commit first doctor, assuming you have source control

brave widget
#

Right click the folders and click "Fix Up Redirectors In Folders"

normal burrow
#

you will not want to have to remake those redirectors yourself

obsidian lily
#

ok, will do

abstract relic
#

always assume you have source control

normal burrow
#

always.

obsidian lily
#

I do

#

git

#

+lfs

brave widget
#

You might want to run it on the entire Content folder but that can take a LONG time to run if you haven't done it

obsidian lily
#

I am running it now on the character folder at least

#

it doesn't indicate it's doing anything, but I assume it is?

rancid lynx
#

should i use "SRBG CHECK ON" or OFF ? i dont understand

normal burrow
#

don't fix up directors until after a commit

#

if your working with other people

obsidian lily
#

I am not, this is just my hobby project

normal burrow
#

(don't fix up directors in general if that is the case)

#

ah k

obsidian lily
#

I

#

'm still in the steep part of the unreal learning curve πŸ™‚

abstract relic
#

but the project must be organized damn it

normal burrow
#

aw

rancid lynx
#

keep working doctormono. i dont think it will ever get easier.

brave widget
#

@rancid lynx sRGB in the texture window, you're asking about, correct?

rancid lynx
#

yea. check ON seems best but

#

seems like a pretty random choice

obsidian lily
#

eh, I'm certain it will. There is always stuff I won't know, but having basic orientation around how to get stuff done will come. This isn't my first rodeo

brave widget
#

If its a texture for color information, you want sRGB on. If its for say, a normal map or roughness map, you want it off.

rancid lynx
#

youtube videos teach almost everything ive tried to search.

#

ohhh

#

thanks.

normal burrow
#

unreal is like: damnit i don't want you to delete things

obsidian lily
#

ok so... I ran fix up, I still can't delete the folder, so I think I'm going to nuke it from file explorer

rancid lynx
#

backup your folder first

abstract relic
#

and run clean up

rancid lynx
#

in case it crashes. cause it sure may

obsidian lily
#

my remote master has a good working copy, I'm not stressed

normal burrow
#

ye, just

#

when you run into a crash later, and you don't know why

#

thats why i avoid doing those kinds of operations

#

but its probably fine

#

a sanity thing to do would be open every level after you delete it. and make a mental note that you did that

obsidian lily
#

open all levels to trigger whatever lurking crashes may be there, you mean?

normal burrow
#

have to think the reason it really does not want to delete the thing is because something triggered it to think so

#

i don't beleive fix up directors is bullet proof in that it does not scan everything afaik

obsidian lily
#

I mean, I have one level, and dragged the thing into one place before deleting it from the outline, then this whole saga began

normal burrow
#

could have easily been a failed fbx import or something that set a red flag too cough cough

obsidian lily
#

it seems all good now though -- removing the folder worked, I exited the editor first to be safe

normal burrow
#

cool

obsidian lily
#

one thing

#

I see a bunch of plugins that weren't there before

#

I think they were maybe enbaled when I imported the character

#

I can just go disable them again, right?

#

well, I'm not so sure really -- some of them are clearly plugins I previously disabled

#

like media player and VR plugins

#

some of them are thing that I couldn't see before but seem like like are more core, like...

#

EditableMesh

#

and ActorLayerUtilities

#

for example

normal burrow
#

idk tbh

#

you'd have to be sure you aren't using them really.

obsidian lily
#

well, I wasn't before I imported the character, I know that for sure

normal burrow
#

Unreal rarely saves over something after encountering an error. in fact it'll really try to not reserialize old things at all, which makes projects load slower.

manic pawn
#

editable mesh is obsolete garbage

#

should be disabled

normal burrow
#

So its unlikely you'd run into a critical/corruption problem turning stuff off. (but probably possible, wouldn't assume anything, (except source control))

#

what is it?

oak sequoia
#

Does anyone know why none of my lights work except for skylight once i build the lighting?

manic pawn
#

it's their first attempt to make a mesh editor

#

it was too slow to be practical, so they threw the whole thing away, and started over from scratch with FDynamicMesh3, GeometryProcessing module, etc

obsidian lily
#

ok good to know

#

yeah my old theory was that these plugins were enabled becausethe character need them, now I don't think so

#

for example all the SCM plugins are on now

#

I disabled all of them except git a couple days ago

#

it's like the editor just forgot which plugins I wanted

normal burrow
#

it sounds like one of those things on its last legs zeb

#

BSP sneeze

manic pawn
#

it never fully became a thing

#

was abandoned before it ever got out of experimental

normal burrow
#

ouch

manic pawn
#

now it sits around for some reason

#

basically, UEditableMesh was a wrapper around FMeshDescription with the purpose of making it even slower and the api even worse for seemingly no reason

normal burrow
#

That stuff is a nightmare, took a look at the skeletal import process recently and oof I assume there are reasons but its hard to comprehend.

plush yew
normal burrow
#

they are too close to be stationary

#

you have to set at least one of them to static

#

or dynamic

manic pawn
#

that is so big brain lol

plush yew
#

AHHH -- ok

#

Thank you

manic pawn
#

there are even nodes for editing mesh description with bp now

#

imagine how slow that would be

brave widget
#

The Geometry Processing, all of that is editor only, correct? Not runtime? πŸ€”

manic pawn
#

geometry processing is a runtime module

brave widget
#

Oh, interesting πŸ€” Probably not performant enough for what I'm thinking though

plush yew
#

I have a ArchVis character in my project as well as a CineCameraActor, and A camera that imported from blender, how do I choose between them for which one I want to be viewing through -- the Cine camera and the blender cam should not be mobile, which is fine

manic pawn
#

they use it for the new mesh editor in 4.24, chaos fracturing, etc

plush yew
#

im embarassed to say this but, i copy and pasted an actor and got nothing

#

i just want another actor

normal burrow
#

ctrl+w duplicates iirc

plush yew
#

thank you

kindred viper
#

anyone had any issues with Nvidia drivers (im on the most recent one), and Raytracing causing the editor to go entirely black and only show tooltips?

brave widget
#

Marc, 1 GPU or 2 of them?

lilac crow
#

Hey guys is this the correct room to ask for references? I am a student, started messing with unreal around 1 year ago, now working on my final thesis project which is going to be environment level design where focus is mostly on assets and how assets arranged in composition and available to try out interactively have more visual impact than assets that are presented just as a single rendered models that we often see online. I need few people who are into game dev who are willing to review it by video or just write few words that I could use at my final presentation. (Of course, everyone will be credited appropriately.)

kindred viper
#

@brave widget Just one. 1080ti

brave widget
#

Ok, nevermind then. I had trouble with DirectX12 and SLI some time ago and thought maybe it was related. Symptoms were similar.

fierce tulip
#

@lilac crow not sure there is any proper channel for that, but Ido feel such a question might be better asked on the forums, along with the video or so.

lilac crow
#

Oh ok, didn't know there is a forum too. :):) I am a newbie here.

fierce tulip
#

no worries

kindred viper
fierce tulip
#

that kinda gives people the time to read it, reply. it will probably get lost here really soon. @lilac crow

lilac crow
#

@fierce tulip Thanks for the link. Yea you are probably right.

inner finch
#

Is it possible to add a β€˜show only this material’ to a scene capture camera?

crimson vector
#

(This is a repost from earlier but with the editor symbols for debugging turned on)

normal burrow
#

log?

crimson vector
#

which log and where do I find it?

lapis narwhal
#

hey guys,

does UE "store" some data about "old" assets? like, i rename an asset and when i save it tells me it cant save "the old asset"... well duh, because its been renamed!

so i wonder, how to delete "cache" of UE

normal burrow
#

In project folder Saved/Logs (Elyot)

crimson vector
normal burrow
#

Here it looks like the engine is crashing while trying to make a class default object.

#

if this is at start of editor

#

the class its crashing in will be referenced by the game rules / game instance / types you might provide (if not these explicitly) or something in the first level loaded by the editor.

#

does not look like it loaded the level

crimson vector
#

Before this, it crashed in the engine while running normally, maybe when saving?

normal burrow
#

but its crashing inside of UE4Editor-Sophia-9053.dll!UnknownFunction []

#

which may be a lambda?

#

regardless

#

start the project up in visual studio, it should break where the crash happens in a way you can locate it.

crimson vector
#

it opens fine in visual studio

normal burrow
#

with F5 to debug?

#

@lapis narwhal i believe its referring to removal of the old file. there are autosaves in the saved folder but it doesn't keep a redundant copy of things

crimson vector
#

normal compile works, F5 compile says
Exception thrown at 0x000007FE96C9311F (UE4Editor-Sophia.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x0000000000000000.

#

I mean that's the same useless error message, it's just referencing a null pointer somewhere

normal burrow
#

It should be stuck and paused yeah?

crimson vector
#

yep

normal burrow
#

is it paused on any code you wrote?

crimson vector
#

Cast<APlayerController>(GetController())->SetInputMode(FInputModeGameOnly());

#

let me try commenting it out

#

hmm seems to have fixed it

#

so I think the lesson is that constructor code runs on editor load, which I did not know. And apparently there is no controller then.

#

damn

#

Thank you for your help ^_^

abstract relic
#

Ah yes. That’s a bitter lesson. Constructors run the moment the project does. Begin play, when the game session runs

normal burrow
#

That exact exception is from GetController() returning nullptr OR not an APlayerController

#

but yeah, constructors are .. like don't think of anything as being part of any world in c++ land when constructors run.

#

OnConstruction(FTransform) is the equivalent of constructor script @crimson vector

crimson vector
#

Yeah the thing that really got me was that hot-loading the code didn't cause any problem

#

I just laid a landmine for next time I opened the editor fresh

polar hawk
#

Constructors run at 7am

#

when you're trying to sleep

#

and they always opt for the biggest loudest machinery

brave widget
#

lmao πŸ˜‚

rotund scroll
#

why does unreal hate BP maps so much they cannot go into util BPs?

dim plover
#

By util BPs, do you mean BP function libraries?

rotund scroll
#

I mean utility blueprints

open eagle
#

Is it that bad to make a server RPC on event blueprint update animation

fleet stirrup
#

Learning Unreal .. I love it! Just trying to wrap my brain around why Unreal has a completely different hierarchy outliner just for Skeletons called the Skeleton Tree? Anyone know why it's in a different hierarchy outliner?

rotund scroll
#

@fleet stirrup becuase it's a tree?

fleet stirrup
#

Hmm ... yes, but say, in Unity or Maya, meshes, joints, etc are in the same outliner

#

There isn't a separate outliner for skeletal joints and all the other stuff

rotund scroll
#

you know a skeleton doesn't necessarily have a mesh, yes?

fleet stirrup
#

Of course not, meshes are skinned to skeletons ... different object types

next badger
#

skeleton in ue4 is hierarchy

rotund scroll
#

I think he's asking why he can't modify the mesh in the same hierarchy

fleet stirrup
#

Yes, skeletons in Maya and Unity are also hierarchies ... in Maya and Unity, however, skeletal joints are in the same hierarchy as the other actors/objects such as meshes, lights, etc ...

#

They live in the same outliner UI. I don't mind that in Unreal, it's in a different outliner ... just trying to understand the reason

rotund scroll
#

generally it's the concept of low coupling, that you keep everything apart that doesn't need to stay together

#

this way it's modular

#

so you can replace the skeleton of a mesh with a different mesh for instance

#

or you can retarget different animations onto different skeletons without having to consider the mesh

fleet stirrup
#

I like those reasons! Very cool!

rotund scroll
#

I can understand the case of maya having everything in one outliner, because maya's a simple modeling tool and not an engine

#

but unity's setup is just lazy at this point

#

ideally when moving lights around you should not need to be concerned with the location of joints

#

or bones

#

or anything

#

in that regard

fleet stirrup
#

But what if you want to parent lights to joints?

rotund scroll
#

then you do that through script

fleet stirrup
#

Fair answer

rotund scroll
#

you only couple when necessary

fleet stirrup
#

So the "low coupling" is for efficiency

#

Optimizing for replacing the meshes that are driven by the skeletons vs optimizing for parenting a light to a joint in the UI

rotund scroll
#

it's for a few different reasons

#

it's mostly the idea of modularity

#

that each component is individually replaceable without affecting the greater system that the component is a part of

fleet stirrup
#

Makes sense

#

Thanks @rotund scroll !

fossil ore
#

Is It me or Epic forgot to add "Templates"to 4.24 ?

swift spindle
#

just you

#

you can add them using the launcher

#

click the arrow next to the launch

#

click options.. and add templates and feature packs

feral crow
#

Is it possible to import .OBJ assets?

abstract relic
#

yes

feral crow
#

Okay.

zinc lava
#

Hi, i have a simple question how do i export certain blueprints to other people so he can integrate in their project.

next badger
#

@zinc lava right click in content browser - asset actions - migrate

thin tendon
#

Is there a node when using blueprint that will let me request the loaded sublevels? So that I can unload them manually.

zinc lava
#

@next badger There is no other way to do it?

thin tendon
#

I have an issue when trying to close my game. It starts to not respond. I think this might be because of sub-levels still loaded

next badger
#

@zinc lava what's wrong with migrate?

zinc lava
#

@next badger noting, i was wondering if there was other way like in unity to make packages to pass to another project...

next badger
#

well, it's what migrate does, you can make asset/content pack out of it...but that's more for mass distribution

#

@thin tendon i'm not sure there's a node to get all streamed levels

zinc lava
#

@next badger Thanks πŸ™‚

latent flume
#

I'm trying to build UE4.24 on Linux and getting a error. Maybe someone has a idea of what it means.

#

ERROR: Output binary "UnrealEngineRelease424/Engine/Binaries/Linux/libUE4Editor-Core_XXX.so" is not in a XXX folder, but references "UnrealEngineRelease424/Engine/Platforms/XXX/Source/Runtime/Core" via Core_XXX.
ERROR: Unable to create binaries in less restricted locations than their input files.
Makefile:908: recipe for target 'UE4Editor' failed

next badger
latent flume
#

Okay

#

I see thanks.

humble oyster
#

Yea um

#

Gonna be honest I have no idea how to use this thing

#

I’ve tried so hard to learn but nothin makes sense

#

Someone for the love of god help me

#

I just wanna make a simple game

#

Please someone anyone

brave widget
plush yew
#

I got a fucking problem

humble oyster
#

Yea me to bud

plush yew
#

My enums are being replicated,but my rotations and booleans are not

humble oyster
#

I’ve watched so many goddam videos

#

I’m tired of it

#

Nothing makes sense

brave widget
#

Firstly, language. Don't want you to get in trouble
2. No NSFW (Not Safe For Work) content of any kind, period.

plush yew
#

What are you trying exactly @humble oyster

humble oyster
#

To make a freaking game

#

Why tf is it so hard

plush yew
#

What?

#

What is your problem?

humble oyster
#

You’d think after a few weeks watching videos and tutorial on it would work

brave widget
#

Because computers are complicated pieces of machines.

plush yew
#

Is your problem the whole game in geberal?

humble oyster
#

Yes

plush yew
#

General*

humble oyster
#

It makes no sense

#

I need help

#

Real help not some stupid video

plush yew
#

And what do you want us to do?

humble oyster
#

I don’t freaking know

brave widget
#

Without something specific to allude to, not much help we can give.

weary basalt
#

@humble oyster Making games does not happen overnight. If your expecting to become an expert after watching a few videos, you are in the wrong industry.

#

Please be constructive when asking for help.

humble oyster
#

Haha a few videos

weary basalt
#

Read the #old-rules. If someone is able to help you and they have the time, they will.

humble oyster
#

Bold of you to assume I’ve watched a β€œfew” videos

plush yew
#

I have given my game 2-8 hours everyday for a year and a half and I still don't know a lot of things.

#

Go back to grind and don't cry.

humble oyster
#

I don’t cry

#

I’m a freaking man

plush yew
#

Made my point ^

humble oyster
#

I need help with literally everything

#

How specific can it get

weary basalt
#

Ask a specific question in regards to your project that has to do with UE4.

humble oyster
#

Ok uhh

weary basalt
#

What are you trying to do.

thin tendon
#

So I was looking for a solution to my problem. I found a node "Flush Level Streaming" I can't make sense of the description. Will flushing the level streaming unload it all for me?

humble oyster
#

Make a game

weary basalt
#

What are you having issues with exactly.

#

Dude.

humble oyster
#

Everything

weary basalt
#

Be specific

#

What type of game.

humble oyster
#

I have no idea what I’m doing

#

Uhm not exactly sure what genre it is

weary basalt
#

....

#

Go and figure out what you want first, then come back.

humble oyster
#

It’s like first person open world space kinda thing

#

Open world strategy game I guess?

#

That’s about it yea

#

Idk what else to call it

dim plover
#

There's a First Person Template provided by UE.

humble oyster
#

Nobody wants to play a template

#

Nobody’s gonna download the game and play the template

#

It needs to be a full game

#

Not just a template buddy

dim plover
#

Eh, that's a marketing issue. People love playing templates.

weary basalt
#

You know what Template means right?

humble oyster
#

😀

dim plover
#

That too, you can start with a template.

humble oyster
#

Yes I know what a template means

#

The template won’t tell me how to build my whole game though

#

It’s not Gonna help me

#

It’s gonna give me blocks bullets and a gun

thin tendon
#

Trust me you are wrong on that. I have spent the last year building off a template. As soon as people recognise the template. You will get labelled an asset flip and no one will play

humble oyster
#

And that’s it

#

THATS THE GOSH DARN THING

dim plover
#

You can buy other more feature-rich templates on the market place.

humble oyster
#

I use the template but wtf else do I do

#

I don’t know how to use ue4

weary basalt
#

You have to LEARN how to make games, not be TOLD.

humble oyster
#

I CANT BUILD OFF ANYTHING IF I DONT KNOW HOW!

#

Oml

plush yew
#

comes to discord

#

yells at mod

thin tendon
#

Watch tutorials work on 1 feature at a time

humble oyster
#

😀😀😀😀

#

You don’t think someone would have already tried that 😀😀😀

plush yew
#

anyway, I have a behavior tree that has my AI move towards its target when it doesn't have LOS. I made a service to continually check LOS, and once I have it I want the movement to stop

humble oyster
#

Wtf is an los

plush yew
#

I'm just not sure how to get the service to influence the behavior tree

humble oyster
#

What

plush yew
#

bro I literally teach 3rd graders UE4, you can figure the engine out with some tutorials I'm sure

thin tendon
#

Line of sight

plush yew
#

Are services just for monitoring specific things? Or can you use them to influence the BT?

weary basalt
#

@humble oyster Go and work out what features you want your game to have. Be very specific and detailed, then approach each feature individually. Do some RESEARCH on how to implement them.

thin tendon
#

Use a behaviour change state kind of set up. Once LOS is lost pick a behaviour to run

humble oyster
#

Ugh

weary basalt
#

You havent asked a single UE4 related question....

#

So how do you expect us to respond.

#

Figure out what you want, then figure out some actual questions to ask.

#

Then come back.

plush yew
#

Yeah that's where I'm lost atm. The service can let me know if I have LOS/ if I'm maintaining it but I don't know how to change behaviors though. The moveto node is a task, is there a way I can interrupt the task from my service?

humble oyster
#

Just send me a video link you recommend

#

YouTube is doing a horrible job

plush yew
#

Oh, could I have the task fire an event that would translate to the task?

weary basalt
#

A link of what, you havent given us any idea of what your issue is mate.

humble oyster
#

Open world strategy game

weary basalt
#

There is no link thats going to tell you how to make that.....

plush yew
#

Like, turnbased?

humble oyster
#

No

weary basalt
#

Thats why i keep telling you to BE SPECIFIC

plush yew
#

you need to start small and build up

thin tendon
#

@plush yew Set up conditions in your behaviour tree. To say if behaviour state enum is = to idle do the idle behaviour. That way when you change the state it will move to the correct task

humble oyster
#

How am I supposed to start small if I don’t even know how to start

weary basalt
#

Do some research.

plush yew
#

an open world RTS is probably one of the hardest things I could recommend you make starting off

#

Make a basic chase game or something

weary basalt
#

Find out what makes up an Open World Strategy Game

#

Deconstruct the features of one.

#

Write down IN DETAIL what makes them tick.

humble oyster
#

Uh guns enemies levels

#

Magic

#

Uh.. furries

plush yew
#

okay so go look up basic gun tutorials

weary basalt
#

Dont tell us mate.

plush yew
#

for FPS/ TPS

weary basalt
#

Go and write it down yourself.

humble oyster
#

Ohohoho buddy boy

#

You have no idea how much I’ve searched that

#

And got nothing

weary basalt
#

....

plush yew
#

there are

#

literally

#

hundreds

#

of video tutorials

thin tendon
#

Take you like 5 seconds

plush yew
#

and I use bing

#

make this

#

come back when this is done

humble oyster
#

Oh no

#

Please for the love of god don’t make me do that again

#

That took me like an hour when I first did it

plush yew
#

that's good time

#

for a beginner

#

game dev can take actual years

#

look at the credits on COD

humble oyster
#

To make a purple cube that fly’s at you

#

Years really?

plush yew
#

it's a basic cookie cutter fps with hundreds

#

How is this guy still here but the man who jokingly suggested piracy was wiped within a minute lol

humble oyster
#

Lol

#

I’ve already done that cube thing

plush yew
#

then look up an ammo system

#

if you have shooting doen

humble oyster
#

Video link?

plush yew
#

after ammo look up weapon swaps

brave widget
plush yew
#

that was a trap, an ammo system wouldn't require a video tutorial. It's literally ints and booleans. go learn the basics

humble oyster
#

Another bold assumption thinking I started today

brave widget
#

Doesn't matter whether you started today or 30 years ago. You need to learn the basics first.

weary basalt
#

Your attitude towards this endeavour and on this server towards people trying to help you is not helping.

#

Try being more receptive mate.

#

Learning how to make games does not come to people overnight.

#

Learn how to use the Editor first.

#

Make some random stuff.

#

Before trying to make an Open World Strategy game.

#

Take it one step at a time.

plush yew
#

@thin tendon When you said behavior change did you mean like changing the entire tree? Sorry for all the questions this seems really basic but I just cannot figure out how to interrupt this task

#

Because if I swapped out the whole tree I could probably get where I want but I'm not sure that's correct

#

I feel like I'm interpreting wrong

thin tendon
#

@plush yew Thats what I did had different code set up for each behaviour state

plush yew
#

Cool, I have different trees set up for different scenarios like if they're supposed to be retreating or attacking so getting more granular shouldn't be a problem

thin tendon
#

So its all one tree. But at the top is each state. Then out from each one saying if the state is true. Then branching behaviours down. This will interrupt the way you want.

plush yew
#

OH, I can swap the task around. My B I set this up totally inconveniently. That's why this hasn't made sense. My task doesn't complete until movement explicitly succeeds or fails. I should just make it move to and immediately consider the task a success. This will also help me in the future since I couldn't fathom how I'd pull off behavior trees and movement at the same time with nothing but simple parallel nodes

#

thanks!

coral heart
#

Okay, I've been through every thing I can think of, but... How do I get APEX destruction working in my game? I'm trying to hit objects with a car and make them fracture, but they won't. I go through them. This is in the built version of the game. In the editor, they fracture just fine.
I'm almost to the point of insanity because it will not work in a built version of the game no matter what I do.

scenic hatch
#

@normal burrow i figured it out

normal burrow
#

what was it?

worn granite
#

@weary basalt having fun m8?

plush yew
#

I've never seen that before I wonder how often the mods/admins have to deal with that

weary basalt
#

I wasnt before lol

#

Playing AOE2 now

#

To relax

normal burrow
#

Old school?

weary basalt
#

DE

normal burrow
#

Cool, they change it much? (Pat missed whatever happened here btw lol)

scarlet birch
#

I also want to know how it is. Use to play the original when it first came out. I was gifted a copy of DE but haven't played it yet.

humble oyster
#

I just watched 1 hour of a 4 hour video

#

And only learned about landscape

#

Tbh it was helpful

#

Kind of I got a nice big ol land thing now

#

It looks beautiful

#

Buuut

#

I need a tutorial on actual gameplay

#

Actions and character things

#

Gun mechanics

#

Magic

normal burrow
#

gameplay is in another castle

humble oyster
#

Melee

#

All that shiznet

normal burrow
#

You can pull apart shooter game to learn most of those things

humble oyster
#

What

#

How

#

I need to know the blueprints that’s what I mean

normal burrow
#

Idk how much of shooter game is blueprints tbh

worn granite
#

As somebody who started where you did and got "up and running", I know you keep saying you try stuff but.

leaden dust
#

Hello ya'll

worn granite
#

ShooterGame is primarily C++ last I checked. If Detective doesn't wanna do C++ that's a poor example.

leaden dust
#

I am a newbie but I think people should learn blueprints before cpp in ue

normal burrow
#

Yeah I mean, stick with the tutorials. I’ve never used shooter game, idea was to say you could pull apart some project for things like gunplay

worn granite
#

y'know what @humble oyster? I'd normally never do this, on principle, but here you go. https://www.youtube.com/watch?v=pgIJqiZQ-2Y&list=PLL0cLF8gjBpqA8DcrhL_O9kD4jsUqhDR6

If you've ever wanted to create a role playing game (RPG) but wasn't too sure where to start, this is the tutorial series for you. You'll learn everything you need to create an RPG from scratch using Unreal Engine 4.

You'll learn everything ranging from creating character cl...

β–Ά Play video
#

If you haven't given this channel a try I think it'd be a great fit

humble oyster
#

Thanks dude

kindred viper
#

oh so the rest of us don't deserve a good link. Fine ! I'll be on my way. /gets UE4 hat, coat, umbrella and life-size cardboard cutout mannequin

worn granite
#

heh

#

Interpret it the other way around, mayhap?

kindred viper
#

"emag GPR na gnitaerc". hmmmm. I dont think the tutorial is as good interpreted the other way around.

#

ahh crap. just realised. thats one of my 6.35am joke attempts that misses the mark. Must be time to go do something constructive before bed. No euphamisms intended.

worn granite
#

@kindred viper lol? it's okay you can attempt again after sleep :P

kindred viper
#

that is 100% going to happen.

#

right now though, im finishing a donut.... tutorial in Blender πŸ™‚

wet oriole
#

hi everyone! I'm new here! what's up?

earnest cape
regal yoke
#

how to make it so that when i click box collision something happens?

fickle wharf
#

i don't think box collisions are supposed to do anything when clicked, they are triggered by overlap events

regal yoke
#

there is when clicked or on clicked but it does nothing

#

@fickle wharf

fickle wharf
#

i honestly wouldn't know, i don't work with meshes much

regal yoke
#

I had to enable mouse events

honest vale
#

@earnest cape increase distance field resolution scale

#

on the mesh

earnest cape
#

I'll try that

#

But it's happening on all of them

thin tendon
#

I got something weird going on and I have no idea how to approach it. My save and load feature works perfectly inside the editor. But once the game is packaged it doesn't work

earnest cape
drowsy hamlet
#

it's magic.

earnest cape
#

Still has smearing though

#

not sure how to fix that

#

Distance fields worked fine in 4.22, what changed that broke everything?

grim juniper
#

Distance fields have been working fine for me in all recent versions Β―_(ツ)_/Β―

regal yoke
#

how to fix blurry texture

#

like 16 x 16

forest tree
#

Reposting this in case someone might still know.
Encountering a weird issue: AI perception with the same set of characters works fine on one map, but does not work on another map. Player is not being perceived. Anyone seen that before?

brave widget
#

@regal yoke Compression settings maybe?

regal yoke
#

how to make other actor to be tag

#

all actors with tag

earnest cape
#

Alright I'm just going to make another new project. I'm having an issue with performance degrading. In a blank project it went from 200 fps to 20 in like five minutes

whole quarry
#

@regal yoke google first, then ask here plz

hardy granite
#

rip me

#

@forest tree i had that when using unreals Ai system, idk how to fix it within its system so i made my AI a regular blueprint and i control it via nodes and that seemed to fix

#

but i prob not doing it right as see my post above (im re orginizing my game files that is wehy its so bad)

forest tree
#

It only worked sometimes for you too @hardy granite ?

#

It's weird because on some maps it works great, just not on this particular map

#

I have no idea why

hardy granite
#

idk my first game i made ran into that issue

#

try many AI's in at once, see if they for some reason share a health pool or only one can die every 5 seconds. i was having that happen to me as well

#

but that was back in 4.12

regal yoke
#

@whole quarry there is nothing

#

i have searched

hardy granite
#

what are you trying to do exactly?

#

give anything that walks though a tag saying they walked though?

#

@regal yoke

regal yoke
#

i want to put actor with to other actor

#

i dont want it to activate when it hits that actor with that tag

hardy granite
#

Cast To 'ThirdpersonCharcter' if you want to tag that class

#

then you can pull varibles from that class and that object though the class and do whatever you want witht he varibes

#

right now you will send an event on anyoverlap. so you need to make a branch to see if its the thing you want to be checked, then you can go from there

regal yoke
#

and this collision doesnt work

plush yew
#

hi i dont quite understand how to model in blender can someone explain how to move things with coordinates?

cloud cobalt
#

You should look for a Blender tutorial ! Few people here use it, and it's not easy at all to teach it to you here

plush yew
#

what should i use instead?

cloud cobalt
#

Blender is fine, just, you need to take some time to learn it

plush yew
#

what are you using?

cloud cobalt
#

Blender

plush yew
#

ah ok XD

#

can i use fusion 360?

#

i know the program quite well

cloud cobalt
#

You can try, but Blender can do anything you'll need

plush yew
#

yeah but i dont know how to use it at all

cloud cobalt
#

Which is why you need to find tutorials for it

#

To learn it

plush yew
#

what file format can i use?

brave widget
cloud cobalt
plush yew
#

well then ill need a week to use blender probably...

brave widget
#

Probably longer than that, I've been using it for almost 2 years and still learning. But you should get the very basics pretty quick. Just takes time honestly.

plush yew
#

ok then goodbye ill now learn the basics

cloud cobalt
#

You will definitely need time yes

#

3D art is a job

#

People learn it over years, get paid to do it all day

earnest cape