#ue4-general

1 messages · Page 628 of 1

kindred viper
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is there a major difference between BindUObject to the member function and BindUFunction other than the obvious member access method?

worn granite
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BindUFunction performs a text lookup by name

kindred viper
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hmm doesn't even come up on the delegates page. I guess the weak ref is the key. UObject is the object, UFunction is the function with the scope

worn granite
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incidentally, script delegates wanna always do text lookup IIRC

kindred viper
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hmm I always use (this, &MyStaticRef::MyFunc) which I guess is the named version rather than the scoped version?

worn granite
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Don't understand?

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So, AddDynamicUnique, AddDynamic, and the like use a macro that converts the standard syntax to a string

kindred viper
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myDelegate.BindUObject(this, &MyClass::MyFunc);

worn granite
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you can do &MyClass::Function or just Function.... AFAIK

kindred viper
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ahh didnt know

worn granite
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BindUObject is actually a member function pointer.

kindred viper
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yeah the terminology on the epic site makes it sound like BindUObject keeps a weak ref to the object whereas UFunction would only keep a function ptr ref?

worn granite
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huh?

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does it, now?

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UFunction keeps a pointer to the object (as will UObject)

rigid ocean
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God, i want to practice some world building but im not sure i got content for it

kindred viper
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@rigid ocean there is a crapload of free assets in the launcher alone

worn granite
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DelegateSignatureImpl.inl for more detail

rigid ocean
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yeah, need to dig through them

kindred viper
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I have more assets than I can eat, but I never seem to do anything with them.

swift spindle
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a glut of tools / assets can be problematic... it's good to have a vision and not get distracted from it..

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this can be hard... this is where it helps to have a project that's very well defined or have people that you work with that define this for you

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or you could just be a digital hoarder 😛

dawn ether
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So I am looking to render a dataset in VR as a big 3d graph consisting of points connected by lines. What would be the best path to accomplish this? I feel like having a separate sphere / cylinder mesh for each point / line would be wasteful.

swift spindle
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would also be easy to instance however

dawn ether
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True

kindred viper
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@dawn ether Kantann charts is probably useful

dawn ether
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But I was also hoping to allow zooming in on parts of the data, but I would prefer the lines / points to maintain the same screen space size (so it would just look like all the points were getting further apart)

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Begining google for "Kantann charts"

kindred viper
dawn ether
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hmm no

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I am talking about more of a 3d chart

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that you can walk through

kindred viper
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well you can put that UMG in the world as a 3d widget

dawn ether
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Yeah, but can it do a 3d scatter chart? Where points are arrayed allong x, y, and z axis?

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not from waht I am reading

kindred viper
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I dunno. if you can't see it whilst reading, I guess that answers it. Maybe there is another more suitable for your niche

dawn ether
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I am happy to program everything myself, I am just trying to figure the best approach for rendering

kindred viper
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you could use splines. That gives you options for spline meshes too. For scatter, I guess that just placing items in the relative location

dawn ether
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I was thinking of something like a billboard, except only turning to face you along one axis.

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I guess my question is if having my lines made of 2 triangle semi-billboards would be more performant than using 16 tri cylinder meshes that don't need to rotate (goal is to render around 10k lines)

swift hull
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Does Epic keep a repository of sample maps like this anywhere?

brave widget
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I think that map is available, I just don't know where

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I'd like to know myself 🤔

abstract relic
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You can find them in the learn tab, marketplace (free and publish by them), some are posted in the forums

kindred viper
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that is Highrise so can search it by that

swift hull
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I wonder if I can reuse components from there in an unreal engine map

brave widget
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Oh, right 🤦 😂 Found it.
Its called "Shooter Game" on my Launcher

normal burrow
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Putt putt golf?

swift hull
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afaik there are some limitations to the sort/format of assets that the Unreal Tournament editor can allow for import

normal burrow
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Afaik you can upgrade them. Have not tried

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Doesn’t mean you’d have rights to use them though

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Not sure what defined mod use includes

swift hull
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wasnt intended to be sold or anything. I'm working on a map for the Blitz game mode in UT4

normal burrow
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Ah into ut4

swift hull
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The highrise map, i've only been able to track down a .pak file for. The editor cant reverse it from that to an editable project can it

normal burrow
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Not backwards compatible afaik yeah

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But @manic pawn was saying pack files are zips

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So maybe that’s all you need if it’s of a similar version format. Not sure

rigid comet
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Question: Is there a way to completely remove all building and compiling for certain platforms beyond the tick boxes in the project settings? When I rebuild from source UE4 I will never build for IOS, ever. I will never build for xbox or PS4. If some of my build time is being used on this, id rather completely eliminate its support.

gilded plinth
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Hey All, I'm in need of advice. I'm days away from finishing a character facial animation system in UE4 that i'd like to sell in the Marketplace. Right now it's 100% blueprints, but i could transfer a lot of it to C++ if needed. Either/or way, what I'm wondering is... is there any way to protect myself from somebody simply copying the blueprints and making their own version that they could sell?

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And to that point, is it possible/helpful to copyright this kind of thing?

brave widget
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I think thats a million dollar question for any original works/products/services people create is how to protect them. Anything you create is automatically copyrighted, the question is on how to enforce it. If someone does copy it and sell, you can do to take down notices, contact the marketplace managers, contact lawyers, etc

kindred viper
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@rigid comet manually. Just go through all the plugins and modules. There isn't that many (laughs and runs away)

gilded plinth
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oh, that's not great news for me hehe

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I think what i created is quite clever, but it's also quite simple so if somebody wanted to, it wouldn't be hard to steal most of it

brave widget
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lagauche, honestly, if someone wants to copy something bad enough, there is really nothing you can do to stop them.

gilded plinth
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Considering porting it to C++ just to obfuscate what's going on

kindred viper
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there is a Fortnite clone you can download. If Epic can't stop it.... jeez we have no chance :p

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@gilded plinth thats not going to work. I find it easier to read C++ than Blueprints

rigid comet
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You're not going to be able to protect it any better with C++

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You just need to understand your risk, have an expectation of acceptable risk and move forward

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You can mitigate some of that risk IF you find violations.

gilded plinth
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Basically right now you just have to go into Class Defaults of an Anim BP I created and change the Skeleton to make my system work. If I port it to C++ I'd make a c++ Anim Instance class and then, the user would just have to reparent their Anim BP to my custom anim instance

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or they could do the first step all the same

kindred viper
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wait.. .you want to stop people stealing your idea, but then you tell us? :p /starts coding

gilded plinth
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lol

brave widget
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lmao 😂

gilded plinth
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no this will all be in the manual i'm writing : )

silver crown
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Obfuscating will just be a bummer for legit users

rigid comet
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Is your value return worth that time though.

silver crown
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Ppl who want to steal will always do so

brave widget
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I think you'd be alienating some of the customer base though. Considering the demographic, people generally want to get an asset to start from and modify it for their purposes. If I didn't have full control over an asset I was going to purchase, I'd pass on it

rigid comet
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TBH when it comes to rapid prototyping, C++ doesn't add any value.

kindred viper
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yeah thats why I dont release anything. Wait... why am I broke?

silver crown
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I'd say best to focus your time on make the product for the actual users

rigid comet
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With the exception to certain flexibility with other 3rd party tools

kindred viper
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(just a joke, released my last plugin for free :p )

rigid comet
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@silver crown has the right answer

kindred viper
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I say use Denuvo in your marketplace items :p

gilded plinth
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I don't know if any of you happened to notice, but a lot of facial animation systems have Unity plugins and no UE4 plugin. I wanted UE4 to have something elegant and professional - something that is better than the UE4 Kiteboy Facial Anim sample project, so I made it.

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So my worry is that all these companies with their Unity plugins will just make one for UE4 based on mine

kindred viper
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if you love something, set it free

brave widget
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If they want to, they will regardless of how much "copy protection" you make

rigid comet
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Yeah but I watch unity plugins and assets get stolen all the time.

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Like you can count stolen shaders like currency

kindred viper
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to be fair, most shader code looks the same

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I reckon we move to "always online plugins". They phone home every launch to verify legitimacy within the editor environment. No internet, no work.

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of course I know thats impractical. but if game studios can force it on us for single player games, then shit son...

gilded plinth
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Hmm, my system isn't even a "plugin" just a project. I'll have to look into creating plugins incase that makes any sense

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was important to me to make the whole system free of any 3rd party tools

kindred viper
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I used to be like that. Now i'm like "where can I find a lib to do this?"

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reinventing the wheel can often cost you more than it would make in sales

silver crown
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I'd love to be able to phone home with my plugin heh

gilded plinth
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ya, well iz already done so no worries on spending more time without third party tools hehe

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But nice thing is no one has to worry about new version incompatibilities etc

silver crown
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Just to have things like startup stats

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and usage stats

gilded plinth
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that's always the only/main fear... that and packaging

kindred viper
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honestly, updating plugins per version isn't a bad thing. I think people are just confused or lazy. All it takes is a quick compile.

gilded plinth
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i feel you but just about every plugin i've ever used has at some point or another just stopped being updated sigh

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the latest one is the Midi plugin on the marketplace which stopped at 4.23

silver crown
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Updating is very often a lot more trickier than a quick compile sadly

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Unreal is a fast moving boy

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Especially lately

gilded plinth
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i think after a few years many devs just naturally move on

kindred viper
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never had an issue really. Only the odd time like when they added IWYU or around 4.13 time when things were a bit sketchy

gilded plinth
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even UE4s built in tools/plugins stop working. Like Cloth painting with their pre 4.24 tool

silver crown
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Guess it depends on what you're doing heh

gilded plinth
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It's totally broken!

kindred viper
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true

gilded plinth
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sigh....

brave widget
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Perfect example @gilded plinth. Imagine one day you move on to something new. And someone who purchased your asset is out of luck now because they can't modify what you created 😉

kindred viper
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encrypt it all in a savegame object and only access it when you need. Just for the giggles :p

gilded plinth
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haha is that actually possible @kindred viper ?

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can you save an anim bp to a saved game that's accessible dynamically at run-time?

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i don't even know if that question makes sense : P

kindred viper
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technically, I think its possible, but if it would work in the "out of the box" SGO, I dunno. I know it has encryption and it already serializes, so if it can hold all your preferences in a struct, dont see why not

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@gilded plinth see the new anim system solves that problem

silver crown
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Meh just br_big_brain it

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and just store a TArray<uint8> in the save game

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That tarray being an encrypted .uasset

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that you decrypt at startup

kindred viper
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sounds like blueprint only to me. Got any real code solutions? 😛

gilded plinth
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hmm I'm gonna look into this SGO business : P

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anyone got a good link lmk

keen shell
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Why i cannot see github for ue? Page no found.

kindred viper
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just check out Save Game Object

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@keen shell you need to login to github and be associated with Epic Games github

keen shell
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Associate mean?

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join?

kindred viper
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yeah

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might redirect you obviously

gilded plinth
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i dunno, docs seem a little thin so far on SGOs. They talk about setting variables, but I need to store and thereby encrypt a whole bp in it lol

kindred viper
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well @gilded plinth Phy eloquently told you how to. That was some prime info by the way

gilded plinth
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what did the brain emoji mean? : )

kindred viper
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it will send you down a rabbit hole but enjoy 🙂

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big brain. using it to solve the issue

silver crown
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Means it's an overly complex solution that's totally working

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But very complex for not much in the end

gilded plinth
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k so Tarray with a uasset and then decrypt it

kindred viper
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and you never mentioned the dynamic asset loading on the fly

keen shell
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Oh can thanks @kindred viper for help

kindred viper
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which is another learning curve that I kind of liked tbh

silver crown
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Just extract the uasset in the content folder

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And let UE do the job of detecting it

kindred viper
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yeah but if you were to do this only at runtime tho

silver crown
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😄

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Works at runtime

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you never pasted uassets into content folders at runtime?

kindred viper
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I did not know that, but then it will lead to physical asset on disk that can be read. Isn't it safer in memory alone?

silver crown
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true true

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but that's a lot more complex then

kindred viper
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yeah fun times though 🙂

silver crown
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And with possible unpredicted side effects

kindred viper
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mind you, the SGO is a physical asset on disk really, so eventually it would get owned. Still. great idea for some purposes

silver crown
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Well

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If you're silly enough with the encryption

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It'd require some hacking to find how to decrypt it

gilded plinth
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hmm, well food for thought for sure. thnx for the ideas... will check out this rabbit hole

kindred viper
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You could use a One-time pad on it, that would probably work

silver crown
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Nah don't lmao

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Work on your asset

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that's what matters

forest tree
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I had the player possess a static character, is that not allowed? I don't want to be able to move this character so it's intentional but I keep getting warnings spammed

kindred viper
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its a player that has a controller (hence possess) so its bound to move. It doesn't have to. But it does have to be moveable

gilded lichen
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Hello, I have an issue with a wave mechanic I'm implementing. Not all enemies are spawning (a video will help with this). I put a print string on the spawn function with a interger to show that it is firing that certain about of times.

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it looks like it skips the spawning of some of the enemies but I dont know why?

forest tree
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Got it, thanks @kindred viper 🙂

plush yew
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I am building UE4 with source code, in setup.bat it's showing

Updating dependencies : (0/59544), 0.8/11077.8 | 0.7MiB/s```
Can anyone help me how much it will download
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Is it pausable

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???

brave widget
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At roughly 700 kilobytes per second, I think you need to think about an internet upgrade. Are you on dial up? 😖

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If my numbers are correct, that's gonna take about 10 days to download

plush yew
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Ya

manic pawn
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yes it can be paused

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simply close the cmd window

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files that have been fully downloaded will not be re-downloaded

torn burrow
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Hi! My unreal editor is incredibly laggy but it is smooth when I play, why does this happen?

plush yew
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@torn burrow Maybe likely debug symbols? PIE is slower with debug symbols, as opposed to shipping which has optimizations. But maybe other reasons, I may be wrong...

scarlet birch
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Anyone know anything about validated gets starting to through infinite loop warning in a BP? I have a

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Bp that every validated get is now throwing an error.

torn burrow
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@@plush yew Sorry, have no idea what you mean... I'm just using unreal to make a level and I don't have a lot of blueprints or any code

brazen hull
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do you need a bp for a model to use it as a playermodel? Is bp where you connect the anims to the model or can you connect it in the skeletal mesh itself

plush yew
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@torn burrow If you're not using Visual Studio and C++, my explanation is likely wrong, I can't think of anything else at the moment

torn burrow
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Ah okay, well thanks anyway 👍

sudden barn
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May I ask the people the people that I was discussing with yesterday - was I painted to be some sort of insolent bad guy?

Well, don't need a C&D as proof of wrong doing. C&D isn't always justified

  • @normal burrow
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I totally get what was spoken about, and it seems as if I was painted to be this wall of imbecile character

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I just want the ones from yesterday to realize that what was noted before is something I am clearly aware of, and that the only reason I went into details was because I felt like giving a bit if information in the situation we were in. Instead of taking it into consideration, it was taken in as a ‘response to an argument’ and somehow made you guys feel the need to go on as if I was trying to argue against very plain and simple facts out there.

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I just felt like that conversation was left very uncomfortably

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And I really felt bad and as if I had commit a HUGE crime when all my intention was and is was to make sense of why we were doing the indie-project. I just feel screwed over, and had to quickly express that.

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It’s quite weird that people read it as quickly as they did yesterday/judge, but rn, I am getting shunned.

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I really just want closure from, what felt like; character assasination from yesterday.

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——
Sorry in advance for going on about this but I feel like this wasn’t resoluted well enough.

abstract relic
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Random pat ping +1

exotic thicket
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I saw the conversation and frankly I'm pretty sure most people would have forgotten about it in a week :D

abstract relic
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Most forgot about it within a few hours

scarlet birch
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For my question the error just pointed to the wrong thing. I have no idea why it was flagging the get nodes but there was an error that should have kept it from working from the get go. I have no idea why it worked for so long before flagging it.

abstract relic
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What was the error in particular

scarlet birch
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A BP started flagging all the validadated get nodes as infinite loops. If I removed one node the error just moved to the next validated get node in the bp.

sudden barn
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Sorry @abstract relic. Just felt like expressing that. And the quote was mentioned by pat, which was why I tagged him

scarlet birch
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There was an infinite recursion error between that BP and another, but none of the nodes it was flagging where in the execution of it.

sudden barn
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Idk why but that just bugged me quite a lot for some reason.

scarlet birch
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Once I fixed that the errors went away

sudden barn
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And I felt like giving a last expression before going on. It may just have to do with the mere fact that I deeply care about the intellectual property of others and the overall laws internationally, and it felt like I was portrayed in a negative and reverse-way

scarlet birch
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As long as you don't act in a pattern people tend to move on pretty quick

abstract relic
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Are you able to reproduce it Mike? Let’s say in a fresh project. I’m curious if it’s the case of an odd infinite loop check. Something worth reporting if so

scarlet birch
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I doubt I could reproduce it. I mean I could try. The BP should have never worked to begin with due to the recursion error but it was working for some time.

abstract relic
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People felt that the conversation was going in a loop. Nothing more Karam

sudden barn
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It wasn’t really something about a heated argument, but I just felt uneasy ‘bout how I was portrayed, and now I feel unjustified and unresoluted (very uncomfortable and without closure) on how it all ended without a last quick, mutual understanding

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Yeah, same

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That may have been why the impact feels so heavy on my side I guess

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I am so weird I know

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Sorry in advance

exotic thicket
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lol you worry too much :)

abstract relic
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Consider it a reset. Work towards the future 🙂

sudden barn
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I just care too much about adhering (to any rules and respecting them accordingly) and being perfectly well with everyone

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Idk, I just felt very-not in myself, and yeah

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I do worry too much

scarlet birch
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It might be an unusual situation. I have "room controllers", spawn triggers, spawners and other BPs that interact with each other to manage mobs, hazards etc.. a trigger and a room controller were calling each others reset interface in an infinite loop.

sudden barn
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Thanks for quickly giving me a Lil reply y’all

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I guess that’s enough closure for an off-topic spammer.

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Now, I’ll shut it and let @scarlet birch get on with his on-topic stuff

scarlet birch
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nah, I don't have anything useful to add. It was a stupid error in logic

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I think I understand why it was doing it. Rather than going to the specific get node that was being called within the loop clicking on the link in the error log was taking it to the oldest get node in the BP. Probably something with the search fucntion. Looking at the callstack it points right to where the error was.

rancid lynx
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view direction doesnt effect anything, only movement direction. what the trash ue4fk

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do 5k collision boxes just suck like that?

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well, actually, its a plane with collision enabled, not a box. maybe ill test that and rule that fail out

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yea. the issue was, plane collision. trash. changed to box collision, works fine.

rotund scroll
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@rancid lynx have you debugged it to see why it is happening?

rancid lynx
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i dont know how to debug that, other than using prints to see what triggers stuff, but i already know whats triggering and when

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i dont know how to debug. but, plane collisions had the bug, box collisions do not. so thats at least a for- now- hack.

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how could i debug it? id love to know why.

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--- New Question. Timelines are much cheaper than ticks right? ? i mean, if i do math inside the timeline, why would that be cheaper than a tick? shouldnt it update every frame both ways ? so shouldnt it be the same as a tick ?

plush yew
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how do i check if a hit was the ground? for some reason it doesnt think it's a valid actor as it isnt a bp

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ground is box brush

rotund scroll
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@plush yew what is your class that you're using to check the ground?

scarlet birch
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@rancid lynx It's not about the operation itself being cheaper. It's that tick always runs and timers/timelines etc.. can be set to only operate when needed.

upbeat tendon
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Are there any guides on how to use EOS with UE4?

whole quarry
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Make a fake cursor

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Add it to a widget

lapis vine
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@upbeat tendon sure there are many tutorials.

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Can't recommend one though.

whole quarry
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Step 1: make a image with an arrow that will be the cursor
Step 2: make a widget, add image, set image to your cusor image
Step 3: add widget to viewport
Step 4: done.

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Pls tell how to do it then

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Seems like you already know it and like to play trivia

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Intersting gameplay

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You need a fake cursor

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Just make a widget that holds the fake cursor image and use linetracing for your clicky gameplay

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Imagine if the cursor changes to a hand when you hover over an interactable object

jaunty quest
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Has anyone noticed problems with character/font encoding in 4.24?

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My project was in 4.20 and I was using the font Myriad. Everything worked fine, specific characters, ASCI characters like "→", localization characters like chinese, russian, spanish, etc.
But after switching to 4.24, the font does not handle any of those characters

whole quarry
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why are you setting it to x 0,5 y 0,5 ?

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i just awnsered your question >.>

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why do you need the mouse in the middle?

twilit grail
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Hi sorry for this weird question but, if one where to add a new module onto a custom plugin. Is there a way to add them similar to a c++ class or would you build the file structure manually?

whole quarry
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why do you need to show the mouse at all?

normal burrow
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Ever opened a window and it randomly centers the mouse?

whole quarry
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what?

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mouse is center when you do that

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you'll have to make it..?

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👀

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easy, that was like 30 sec work

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what thing?

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what do you have?

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lmao

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thats a shitty way to do it though

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unfunctional

weak sorrel
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hey there. I know UE4 is suitable to make browser based game. But is it possible that the game is responsive so you can also connect from a tablet/smartphone web browser and play it (without having to export it as a native app)

whole quarry
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afaik HTML5 has been discontinued

weak sorrel
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I thought that the community is taking it back

whole quarry
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that is new to me

weak sorrel
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that Epic jsut gave it to the community so we can continue

exotic thicket
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I would assume that being responsive in browser would effectively just mean having a different resolution

weak sorrel
exotic thicket
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So if you resize your browser and the game still functions, that'd probably work on mobile then

weak sorrel
whole quarry
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thats awesome

weak sorrel
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@whole quarry I also thought for a while that it was discontinued until I saw this in the doc

whole quarry
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im happily suprised by it, definitly going to take a look at it

wary wave
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I mean, that description basically says it's discontinued

weak sorrel
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yeahhh I'm so happy they did that. It's going to be much easier to accept PRs now for sure

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well discontinued by Epic

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but the community can still work on it. I hope there will be osme traction

shell jetty
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i got like bad blood from it

manic pawn
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translation: html5 is dead

shell jetty
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nothing is dead when someone use it

normal burrow
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Wait for html6

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Less internet newspaper

shell jetty
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wait for HTML7

dim plover
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Would people even use HTML6+?

shell jetty
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well if UE4 WebGL could be better right?

normal burrow
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Idvc: Final Fantasy Seven

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Are there more than ff7?

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Are you referring to fan things?

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Shrug

upbeat tendon
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@lapis vine any eos tutorials you might recommend?

lapis vine
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No, that what I wrote, just below my reply to you :)
I think I did before few, but don't remember anything. Guess you will be fine with whatever you land on 👍

upbeat tendon
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fair enough

weak sorrel
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@shell jetty do you think UE4 isn't really suitable for browser based games ?

shell jetty
#

@weak sorrel it depends but signal what that html5 thing send is not sogood but I guess itwas better if it was WebGL as one platform so html5 for community then comes good

exotic thicket
#

curious to see whether further WebAssembly support will improve performance further, I've seen some pretty fancy WebGL demos already

shell jetty
#

now that webassembly is officially fourth language for web dev

wary wave
#

given the size of packaged games, UE4 is terrible for browser games

normal burrow
#

browser may be terrible for games too.

#

I am surprised at how fast things change in browser world though. web assembly is a thing

exotic thicket
#

It's been for a while, I think stuff that cross compiles to browsers like Emscripten has used it for years now

normal burrow
#

maybe two years exactly hah

exotic thicket
#

for example DOSBox has been compiled to run in the browser using Emscripten, which is what I believe archive.org is using to run DOS games

#

You can also run Windows 3.1 or even Windows 95 in browser using it lol

normal burrow
#

yeah emscripten has been around for a long while, but web assembly makes your c++ -> js not 80mb

exotic thicket
#

yeah

upbeat tendon
#

how alpha is EOS?

#

i just tried to add another account to my organisation and it keeps telling me the token is out of date

shell jetty
#

have you seen diablo game in browser?

hidden heart
opal ocean
#

My navmesh wont rebuild >_< I deleted a temp BSP brush, and its still there in the nav data. Plus I made it bigger and it wont rebuild

#

Clicked on Build, and still nothing

#

restarting editor got it to rebuild navigation..

brazen hull
#

How can I use a skeletal mesh as a actor without bp? Atm its just posing and dosent wanna play any animations

worthy flame
#

im not sure how this is called on the right side, there is a drop down menu, like if you create variables but you have drop down and you can select something and it stays there. does anyone know what this is

#

I dont know how to explain it better

normal burrow
#

Details tab?

worthy flame
#

yes

#

like this for example

#

but I will add the selected things under it

#

I dont know how this is called so dont know how to search on google

uncut vigil
#

Enum variables?

worthy flame
#

yes

#

yup figured how to do it, thanks @uncut vigil

#

how would I make a if BP with enums? if this is selected then do this.? @uncut vigil sorry for ping

uncut vigil
#

you can run a select node

#

from the enum

#

or a switch I think?

worthy flame
#

ooh yeah on switch

#

and from each one i add what i want to hapen

uncut vigil
#

yeah

worthy flame
#

ok thanks

autumn wind
#

how much ram do i need to run unreal

#

i have 8 gigs

#

and it crashes

#

with memory error

normal burrow
#

depends on how much you plan on doing with it

#

wouldn't go lower than 16gb though

#

if your using integrated graphics, that'll chew into your memory

grim ore
#

@autumn wind you need as much memory as your project needs, there is no hard answer. UE4 wil run on 4gb but that doesn't mean much

#

You can have a decorator on your main loop (assuming you are using a BT) to check for the player being alive and have it turn it's mode back to whatever you want. You could have the decorator on most of your nodes so it aborts the current action when the player dies for example

brave widget
brazen hull
#

trying to use skeletal mesh as playable character without bp. But anims doesnt wanna link

#

they play on base mannequin skeletal mesh but not on custom

wary wave
#

"trying to use skeletal mesh as playable character without bp" - what?

brazen hull
#

Apprently there is a way I can use it as a actor without a thirdperson character bp

wary wave
#

if you want a controllable character, use the character BP

brazen hull
#

because there is a character selection system where I can only use skeletal mesh as option it works on the mannequin

grim ore
#

the animations are linked to a skeleton, is this skeletal mesh using the same skeleton as the animations are using?

brazen hull
#

The model uses same skeleton as mannequin

#

I can test and preview etc and all that in ue4

grim ore
#

so when you double click the animation you want to play it opens the animation window and it shows it playing on that mesh?

brazen hull
#

yep on the preview etc there is this model

grim ore
#

ok, on your skeletal mesh actor in the world what are you telling it to play?

brazen hull
#

how do I see that

#

a bit new to ue4

grim ore
#

well how are you trying to tell it to use those animations?

#

its in the animation section in the details panel on the mesh

brazen hull
grim ore
#

ok so are you trying to get it to play an animation while it is in the world?

brazen hull
#

while I use it yes

grim ore
#

I think the reason someone mentioned you need it to be a character earlier is they assumed you wanted it to be a character but perhaps we are missing something. What are you trying to do.

karmic cloak
#

Anyone got a realistic wolf pack + attack black board?

brazen hull
#

Got a model selection system. In the system you can only use skeleton mesh and I am trying to make this skeleton mesh work but it doesnt play the animation.

#

The mannequin aka base selection model does work

grim ore
#

is this item in the world?

#

is it a Skeletal Mesh Actor basically

brazen hull
#

Yep

#

want to use it as a player model

grim ore
#

ok in the details panel is a section called animation

#

in there you set the animation mode and what it should use for animation

#

either an individual animation asset or a full blueprint graph

brazen hull
#

in the details panel of the skeletal mesh?

grim ore
#

no

brazen hull
#

o

grim ore
#

Skeletal Mesh is not the same as a Skeletal Mesh Actor

#

thats why I was asking if it was in the world. The Skeletal Mesh Actor is in the world and it contains information on the mesh to draw (the skeletal mesh) and other settings such as the animation to use

brazen hull
#

It is not in the world before I change the model in the menu.

grim ore
#

ok so then we have no idea how this pack you are using does this, how does it do it for the default mannequin?

#

there might be code somewhere that is setting up the animation when you change the mesh

brazen hull
#

I tried doing the same as mannequin but it work either

#

replaced mesh directly same thing

#

which is what I dont understand

tender flume
#

Help.

#

I got a Linker error

grim ore
#

each skeletal mesh will have a skeleton linked to it. Each animation will have a skeleton linked to it. You don't have the same skeleton being used for the mannequin and your custom mesh so telling it to use the animations for the mannequin on the custom mesh is why its not working

#

you need to find where its setting the animation to go along with the skeletal mesh and swap it out

tender flume
#

@grim ore Do you know how to fix the LNK error?

grim ore
#

but we dont see your code or what you are using

abstract relic
#

Having fun MathewW? 😜

tender flume
#

LNK1181

brazen hull
#

ok ill do some testing

thin stag
#

@grim ore How do i do that? I cant call functions in decorators

grim ore
#

@tender flume paste the entire error log on somewhere like pastebin so we can try and help you

thin stag
#

right now i only have one function in the decorator,which is Perform condition check ai,

open eagle
tender flume
#

Do you need the error log too?

open eagle
grim ore
#

@thin stag why cant you call functions? You can call pretty much any code from there to do your check. I dont know how you deterine if your player is alive but you can certainly check for that during the decorator perform condition check

open eagle
grim ore
#

@tender flume error log or nothing, we dont know what error you get or what causes it because we arent you and cant see what you see.

tender flume
#

Okay

#

Can I paste it here?

grim ore
#

pastebin is probably better if it's long

#

we againt dont know what your error is

abstract relic
#

You’ll probably have better luck in #cpp

normal burrow
#

@open eagle squigglies == ignore

tender flume
#

2 errors actually

#

This is for the LNK error.

#

Top is not that necessary i think, i only encounter this error now

fierce forge
#

hello , how i can reduce shadow quality of a mesh ?

normal burrow
#

Shin-kun i take it your trying to install a plugin?

tender flume
#

Yes

grim ore
#

@tender flume the error is your plugin is not compiling

normal burrow
#

the plugin your trying to install is not compiling yeah

#

lol

tender flume
#

I have it in my folder though

#

The project folder only

normal burrow
#

yes but it does not have everything in it.

#

or instructions on installation are wrong

tender flume
#

Uh, the instructions is

#

Use the normal plugin version

#

then take the Source folder

#

from the UE4 access-only github page

#

but i only have it in the project folder

#

Should I place it back to UE4 plugins?

open eagle
#

@normal burrow it wont let me compile

#

whats wrong with the _Implementation

normal burrow
#

plugins belong in project folder unless they are bad,

tender flume
#

If I place it back

#

This is my error now

normal burrow
#

this plugin requires something that you don't have or it did not come with

abstract relic
#

random pat ping +1: 2

tender flume
#

"Module was mostly likely not flagged"

grim ore
normal burrow
#

damn

#

matheww going the distance 👀

tender flume
#

Thanks @grim ore and @normal burrow for trying to help.

#

The github had tiny info on what to do

normal burrow
#

assimp is what you need, some library for it.

grim ore
#

ignoring this issue, this is concerning lol "Compiling D:\Softwares\Epic Games\UE_4.23\UE_4.22\Engine\Intermediate\Build\BuildRules\UE4Rules.dll:"

#

it looks like you installed an engine inside an engine

tender flume
#

Uh yes.

#

A folder

#

in a folder

#

That's what i did

#

assimp, i have that

normal burrow
#

D:\Softwares\Epic Games\MyProjects\SevenTsu422\SevenTsu\Plugins\VRM4U\ThirdParty\assimp\lib\x64\Release\assimp-vc141-mt.lib'

#

it looks there

#

it do not find.

tender flume
#

Huh

#

So what can i do? Get the library from github?

grim ore
#

did you click the link I gave you, it tells you where to get the code you want for releases/packaging

tender flume
#

Yes I did

#

Do I copy all?

#

Or just the source folder?

grim ore
#

I would assume all inside the VRM4U directory and that would go into plugins folder just like the repo shows. The folder has the thirdparty/assimp stuff that is missing in your error log

tender flume
#

Youre right.

#

How could I make such mistakes

normal burrow
#

it happens

grim ore
#

plugins suck is why lol

normal burrow
#

yea that too gg.

#

every plugin is like: put me to program files unreal engine (where you should be like, no)

rotund scroll
#

does anyone know if there is a class that can implement a utlity event like OnAnimChanged?

tender flume
#

Oh so I have to transfer all

#

To where?

#

The project folder?

#

Or UE engine plugins?

normal burrow
#

project folder

#

in a folder named Plugins

#

the lib must be where it looks for it.

tender flume
#

Now give it a try?

#

Does this mean that it works?

normal burrow
#

wait

grim ore
tender flume
#

4/23 now.

#

9/23

#

So this is not an engine issue?

#

I downgraded till UE 4.22 just to attempt to fix it

#

And even to the lower after UE 4.22

normal burrow
#

wait for 23/23

tender flume
#

23/23

#

It's loading now

normal burrow
#

then it worked, i don't think it would be an engine issue

tender flume
#

Are you a wizard?

#

I just fixed it thanks to you and @grim ore

abstract relic
#

He is

tender flume
#

So now I can move to UE 4.24?

#

I have 4 engine versions downloaded

grim ore
#

there is no way to know since it's a plugin. Something might have changed recently but the fact its a source plugin is atleast a better chance it works

tender flume
#

What about 4.23 then?

normal burrow
#

lol

tender flume
#

A much better option?

normal burrow
#

you must try

#

this is how you will know

grim ore
#

doesnt matter what version you just have to ^^

tender flume
#

Alright

#

And if i come across an issue

#

I'll let you guys know

#

Thanks

grim ore
#

just delete the intermediate and binaries, make a copy of the project if you can, right click the .uproject and change it to the next version, open it up and let it compile, and pray. repeat for each version

tender flume
#

That means it has a backup yes?

normal burrow
#

i've found praying to not be the most effective thing with vs

tender flume
#

I only have to do this on 4.23,4.24

#

Since I'm on 4.21 and 4.22

grim ore
#

if you make a copy and only update the copy then yes you have a backup to go back to in case it fails

tender flume
#

I've got a question then why does VRM have 2 versions

#

One for public. One for UE4 github private only page?

#

If public cant compile at all

#

Why is it even there in the first place?

grim ore
#

you cant share the private UE4 stuff outside of the locked ue4 repo

#

so maybe for someone to look at/examine/test

tender flume
#

Oo

grim ore
#

and the other stuff requires you agreed to the UE4 license which is a requirement for sharing the code

tender flume
#

Anyways thats a nice profile pic.

normal burrow
#

its not open source yeah

tender flume
#

I'm glad you didnt see my 4.2x folder yet

#

The older versions were installed in:

#

4.23/4.22/newversion/4.2x

#

One more thing

#

Then how do people view the maps in the plugin itself? Theres maps.

normal burrow
#

@open eagle need a compile error then, there be nothing i can understand from those screenshots alone

grim ore
#

turn on the plugin content, view options in the bottom right. you also might need to enable the engine content checkbox as well

open eagle
#

Its all good

#

I fixed it

#

I posted a compiler error earlier

normal burrow
#

ah gotcha, yeah hard to know if thats compiler or intellisense errors but glad you got it

open eagle
#

I just didn't know that BlueprintImplementableEvents can not have the _Implementation at the end in the .cpp

tender flume
#

Question.

#

How were you both able to tell it didnt compile?

#

It didnt mention anything related to compiling. There was no keyword

normal burrow
#

you sent us a log file

tender flume
#

But that was a log file only

normal burrow
#

it stated why it failed to compile inside.

tender flume
#

Oh.

normal burrow
grim ore
#

the link error was related to a missing file during compiling (making the .exe)

tender flume
#

But it didnt say missing

#

It just said "cant open"

grim ore
#

yep so its missing

normal burrow
#

missing would be the assumption yea

tender flume
#

Not that the file broke?

grim ore
#

thats what it means when you get used to it 🙂

normal burrow
#

there are reasons why files can't be opened

#

missing is the likely one.

grim ore
#

not likely the file broke, if it did it would give another error

#

but yeah if something didnt compile earlier to make the lib, or the lib was missing that would be the erorr

tender flume
#

So for packaging just use the private version yes?

#

Dont use the public one?

grim ore
#

no idea honestly, never used the plugin but that makes sense

tender flume
#

Since if I use the public

#

I get LNK errors

normal burrow
#

a conversation to have with the people who make the plugin and license its use to you.

tender flume
#

Oh lol

grim ore
#

linker errors are when it takes all the small parts of the source code and tries to put it all together

tender flume
#

This plugin doesnt allow using VB 2019

#

So does it mean I should only use VB 2017?

grim ore
#

so the error was because it was missing one of the small parts

#

no idea on that one, have to try to find out or just stick to what it says

tender flume
#

Alright

#

But what are necessaries to compile code with?

#

Earlier I had several errors till I ticked NET.

#

NET,Game Development and C#/C++ in Visual Basic Installer.

vital jackal
#

so my character t-poses when pressing play yet in previews it's all correct and shows its animations, anyone knows what might be causing this?

tender flume
#

Are these 3 necessary?

normal burrow
#

vs2019 will work, if they say it won't its because they don't give you the library files for it. so stick on 2017 if thats the case.

tender flume
#

But it doesnt work without the NET and C#/C++ ticked.

#

I followed that setup and it gave me several errors

#

Only after ticking then it fixed?

normal burrow
#

Yea your right. I think they started requiring that and nuget in 4.23

tender flume
#

Nuget?

#

I'm sure its only required when you use plugins btw

normal burrow
#

its a tick

#

may not need it for just plugin compilation

tender flume
#

Is it normal for it to compile really long if its compiling 9k shaders?

normal burrow
#

yeah

tender flume
#

Alright

#

Thanks

#

@normal burrow

#

Can I install Visual Basic to Drive D?

#

Instead of Drive C?

grim ore
#

@vital jackal is it using the same character? is it auto possess or using a player start

normal burrow
#

shin-kun does it allow you to?

vital jackal
#

@grim ore it's an enemy using the same skeleton and anim bp, it's always worked fine and now for some reason it just t-poses

#

very weird

next badger
#

@tender flume why do You even ask about Visual Basic?

normal burrow
#

they mean visual studio

#

i'm 90% sure anyways lol

next badger
#

It's preferrably to install to C, cause part of files still will be on C, no matter what

normal burrow
#

yeah, would be preferable. but if it allows you to, you could. I wouldn't be surprised if it don't though

grim ore
#

@vital jackal my only thought at first is you are doing some check for the actual class and it's failing, the preview might be using the valid check in the editor which is why it's working but in game its failing when trying to cast and its causing it to not run

#

otherwise try getting out of the editor while its playing and check the enemy to see if it's using the correct animation setup (shift-f1 to escape) and also check out the debug instance of that anim bp to see why it might be failing at runtime

vital jackal
#

found it!

#

thanks mate, I undid a node I had and it worked

#

I'm guessing it's the target I'm using

grim ore
#

well yay for it working again

abstract relic
#

Whoops. Missed it. Random pat ping +1: 3

normal burrow
#

I think matheww is in the lead though.

vital jackal
#

everything works now, cheers! @grim ore

abstract relic
#

I can’t keep track of that. He gets too many pings throughout the day

normal burrow
#

aye lol 😄

rotund scroll
#

is there a way to limit how much IK can push an animation to bend?
perhaps even in limiting which bones it uses?

normal burrow
#

yeah

grim ore
#

yay it works 🙂

rotund scroll
#

@normal burrow do tell if you know the answer 😉

normal burrow
#

that red area is a no go.

#

foot can't go there.

#

pretend those circles are centered on the leg points

#

so if you don't put the ik point near that impossible radius, it wont bend all the way.

rotund scroll
#

mm I see

#

would I be able to pull that off in bone space?

normal burrow
#

as far as a literal limit, there is no such setting in two bone ik node.yeah space is irrelevant really

#

just length of one bone to next bone, red redius is longer bone - shorter bone

rotund scroll
#

I'm just trying to make the knees not flip back into the body if the anim goes too low

normal burrow
#

then you'd need to lift the pelvis or put foot through floor, or move it yeah

rotund scroll
#

lifting the pelvis is an option

#

so essentially perhaps it is the distance (long bone - short bone) I need to use to readjust the pelvis if it is above a certain limit?

#

that was badly written

normal burrow
#

its right but yeah, exactly on the red line would be 0 degree angle at knee

#

so you probably want some distance away from that figure yeah

rotund scroll
#

if(dist(long, short) < LIMIT) {//lift pelvis by formula}

normal burrow
#

yeah

#

just, don't use the bone position from last frame to do it probably. like pick a point that generally represents the pelvis to find distance to the ik target

rotund scroll
#

mm so that means it has to be in code then

#

since BP would only allow last frame?

normal burrow
#

well if you just state 40 cm off the ground 0, 0 is pelvis home

#

you could do it in event graph that way. you don't want exact precision unless you've got one node doing both feet (and you likely don't want 0 degree angle either, so just some tolerance is probably ideal)

rotund scroll
#

I would need to find the pelvis per animation as well right?

#

since the center of gravity per anim might be different

normal burrow
#

depends on how wildly your pelvis location changes in them

#

i assume this lift may be something you'd only need in a crouch but idk

rotund scroll
#

no more than stand/crouch

#

where crouch is about stand/2

#

could be, that's true

#

I didn't consider that

fierce forge
#

how i can put on my game steam workshop support and a mod just change some settings (the mod will not add maps or models) ?

forest tree
#

Is there a way to have complex collision calculations (per poly) for characters, like we have for other static meshes?

#

I can't seem to enable it on the skeletal mesh

normal burrow
#

skeletal meshes dean?

#

ah beat me

forest tree
#

Yes, on my skeletal mesh

#

But I'm not sure how

normal burrow
#

want to say there is no way of doing this

#

You could read up on how doom 3 does hit detection

#

but otherwise no not really built in by any means

forest tree
#

Hmm, I got very inspired by how The Isle is now incorporating physics into their animations and it seemed like the parts of the skeleton were colliding individually

normal burrow
#

doom 3 also doesn't do it for like, collisions. more just gun shots

forest tree
#

For example, a tail being dragged along a wall

#

Not precisely the same thing, but doesn't it imply there is support for such a thing?

normal burrow
#

no such support

forest tree
#

Is this perhaps simply a different system for collision?

normal burrow
#

couldn't tell you exactly what they are doing, but i suspect a physics asset and or long chain of nodes

forest tree
#

But that is not a system that replaces the CapsuleComponent, if I understand correctly?

normal burrow
#

last thing i would expect would be using the triangles on the mesh really. but anything is possible

#

wouldn't assume they are using any capsule there

#

but the skeletal mesh collides through its physic assets regularly

forest tree
#

I mean to say, those are different systems, right? One does not replace the other?

#

Different use-case

normal burrow
#

correct

#

things that can collide in the engine are referred to as primitives (primitive components). Capsule is a primitive component, so is skeletal mesh

brittle gulch
#

Do we really need to bother with HISM now after 4.22? Since there's auto-instancing

normal burrow
#

would look into the extents of auto instancing. believe there is still purpose to manual use of ism

forest tree
#

things that can collide in the engine are referred to as primitives (primitive components). Capsule is a primitive component, so is skeletal mesh
Doesn't that imply I can handle collision on the skeletal mesh instead of on the capsule?

brittle gulch
#

Yeah maybe there is, but if we talk about simple level design? Like creating building and such. @normal burrow

normal burrow
#

you could dean, but character movement component wouldn't do anything for you without the capsule

#

you can do whatever you'd like but it becomes less understandable to have it be a Character dean

fierce forge
#

hello , how i can add workshop support in my game ?

forest tree
#

I see, gotcha. Thanks @normal burrow

normal burrow
#

MaxParata, I think as far as things that are placed in the level and do not move, auto instancing may be enough but i'm not entirely sure tbh. I dunno how it works with lightmapping for one

#

you'd really want to read somewhere the limitations on auto instancing and how it works i guess MaxParata. Not just for when it works but when it does not work etc.

rotund scroll
#

@normal burrow I figured the distance, it's basically the trace distance I use for IK. I'm not sure how I can get the rotations of each bone to affect this distance however

normal burrow
#

can't really calculate a rotation on event graph with accuracy regardless cranz. You just want to find some factor of distance to the red zone that properly lifts the pelvis by some amount fuzzily

brittle gulch
#

yes, that's right. I'll try to get more info about that. BTW, how does HISM work with lightmapping?

normal burrow
#

I expect that it does not.

#

It may though, I really am not sure

#

query #graphics max. you'll likely get an instant answer

brittle gulch
#

Alright, thanks for helping, I'll jump over there

rotund scroll
#

@normal burrow roger, thanks my dude

forest tree
#

@normal burrow If I may clarify the reason for my question a little further: these are seemingly somehow the collision capsules Unreal uses.

#

Which is quite far off.

#

I think I'm probably doing something fundamentally wrong 😛

normal burrow
#

The thing is, the top is a physics asset i'm assuming and the bottom is a capsule component.

forest tree
#

It's the same character

normal burrow
#

The movement code for characters, rely on the capsule component

forest tree
#

Just one in the blueprint viewport, other in the PIE

normal burrow
#

yeah i understand they are the same mesh

#

but the Character blueprint is more than the mesh alone.

#

You shoot the mesh, move across land with the capsule

#

they serve different purposes

fresh fractal
#

Hey, how do you unlock files ue4? ( svn source contrôle )

rotund scroll
#

@normal burrow unfortunately it seems like the distance used for pelvis will just cancel out the IK to some degree, so one foot might not touch the ground if the ground is uneven between feet

#

I suppose it's bordering on an impossible problem to do by distance since you either get incorrect results or the IK corrects too many bones

normal burrow
#

Yeah, may want to make a curve asset or something to resample the amount. but it'd be hard to address generically.

rotund scroll
#

to be fair I did do it by just moving the capsule instead of the root bone

#

but I'm not sure that would even change anything

normal burrow
#

pelvis would be the one to move yeah, the capsule is the actor location itself

#

since its the root component

rotund scroll
#

I would have to balance the IK between both legs essentially to let one leg pick up the slack of the other leg, if the other leg is too tight

normal burrow
#

yeah its complicated for sure

rotund scroll
#

@normal burrow ah right I remember the issue. I can't actually set the root bone in event graph

#

but I suppose I could transform it in animgraph

open eagle
#

this seems like a really dumb question but, how can I switch text based on a bool

#

Like, spit out one string if the value is true and spit out another if it is false

brave widget
#

Branch node 🤔

open eagle
#

I know that,

normal burrow
#

select string/text?

open eagle
#

I mean just two different strings

#

oh yeah

#

I forgot about that

#

is there a way to switch on actor class

rotund scroll
#

@open eagle there isn't. enums come close, but if you're switching on actors there might be better ways to achieve what you want to achieve

open eagle
#

like, if my hit result is a pawn, spit out one string and if it is a static mesh then spit out another

rotund scroll
#

is it like a for bullet decal

open eagle
#

no it's for my reticle color

#

because I am line tracing on tick

#

so if my trace returns a pawn, make the reticle green, if the trace returns a static mesh, make the reticle blue

rotund scroll
#

do you need to recognize anything but pawns?

open eagle
#

nope

#

many things

#

certain kinds of pawns, water actors

#

I just want the variability beyond a bool

rotund scroll
#

select nodes are the usual go to for stuff like this, but you cannot use those in the case of a class

#

I think collision presets have an enum you could do a select on, if you update them in your project

#

that's probably the closest thing

marsh swallow
#

On a scale of 0-2400 for time, how do i extract the current Hour/Minute?

#

I am trying this but that does not seem to work

rotund scroll
#

@marsh swallow what's the issue?

#

like what is the result you get back

marsh swallow
#

very random times. lol

rotund scroll
#

ok but the structure works?

hushed hare
#

it was working earlier

rotund scroll
#

@hushed hare is it inheriting from the SaveGame class?

hushed hare
#

should be

rotund scroll
#

try to breakpoint it and see what happens

fallen marten
#

Put is valid before the cast to check it. It it's false print some text

#

Could be a null input reference

hushed hare
fallen marten
#

Yup

hushed hare
#

it failed bruh

fallen marten
#

So your load slot is empty then

rotund scroll
#

if you do a breakpoint you can see what's happening real time since you can read the values

swift spindle
#

anyone know why "new plugin" only shows Content only ?

fallen marten
#

Check the name input

hushed hare
#

so if its not valid should i create a new save game?

fallen marten
#

Yes

hushed hare
#

to avoid name input troubles i set it to a variable

jovial pollen
#

anyone know how tf you fix this?

#

I need to get this build of the game out today and I dont know what the problem is

swift spindle
#

looks like you have some material issues

fallen marten
#

You just have to follow the error trail

swift spindle
#

or your cache is busted

jovial pollen
#

cache?

#

how do I fix it

fallen marten
#

Find whatever the errors reference and double check them or recompile them in the engine

#

No quick fix here bud

jovial pollen
#

its the fuckin shadercompileworking thing

#

ive had a problem with this when importing a mesh

#

how do I fix?

#

brb I think I might have an idea

#

the mesh is still in the engine

#

ima go delete that

#

alrighty I deleted the engine but it seems that everything is gone now

#

jkjk im not that stupid

#

so far so good

#

no that didnt fix it

dawn ether
#

I am still a bit confused about the difference between transform vector and transform position

limpid surge
#

Anyone know if there's a setting or a way for me to achieve the camera behavior on the right rather than the UE4-default camera behavior on the left when resizing a game window?

normal burrow
#

@dawn ether a location is the difference. transform position will take a point in space and turn it inot a point in another space

#

transform vector will take a direction, and move it to another space

dawn ether
#

My billboard thing that only rotates around the local X axis is working, but now I want to scale it and things are going wonky. Nothing happens if I try to scale along the x axis in the material, though it works fine if I scale the mesh along the x axis. But if I try to scale along either other axis in either the material or the mesh, the width of the billboard will change based on its rotation instead of being a constant.

#

Oh, an the mesh I am using is a 2 tri square with the pivot in the center

fierce forge
fallen marten
#

There are a couple ways to smooth it. Either make a state machine that has a walk to idle animation play when your speed is almost zero, and then transition to idle, or you could ease your speed to zero through code. Really, a bit of trial and error will Inevitably give you the result you want

brave lark
#

I've seen that incredibuild can speed up shader compile times by distributing the tasks across some network devices. Are there any alternatives to incredibuild for this. It's way too much money

royal cobalt
#

anyone know why i always have to connect to source control manually each time i open the engine?!? D:

dawn ether
#

Ok, my brain meats are exhausted. Here is the material I have been working on. Let me know if you know what I am doing wrong with my scaling.

normal burrow
#

should be using transform position on a position ciber

dawn ether
#

I have used every combination of transforms that I can think of

#

none of them be working

normal burrow
#

what did the working but not scalable material look like?

dawn ether
#

exactly the posted blueprint

#

it just wierds out when scaled

#

I know its got somthing to do with the way I have things plugged into "RotateAboutAxis"

#

I have tried doubling the x axis both before and after the rotation, but it has no effect

rotund scroll
#

does anyone here have some experience with event dispatchers in blueprint not working when used from a variable? the variable has the "Add Event" and creates a physical event in the event graph, but that event never gets triggered

grim ore
#

can you show how you have that set up?

rotund scroll
grim ore
#

ah so it's an on clicked event, not an event dispatcher?

#

I mean it's a built in event on the object

rotund scroll
#

@grim ore it's an event dispatcher from a variable

#

the same thing happens with any other delegate/dispatcher from another variable

grim ore
#

I think I am just confused on what you were trying to do

rotund scroll
#

I have a delegate in one class

grim ore
#

which blueprint is that event in?

rotund scroll
#

I am implementing it in another class

#

character

grim ore
#

so you have a custom player controller correct?

rotund scroll
#

yes

#

the player controller has an event dispatcher

grim ore
#

a custom one called On Clicked?

rotund scroll
#

I am implementing said dispatcher in the character

#

OnClicked is just an example, it could be any dispatcher

grim ore
#

I ask because that event is part of the controller so you cant make a custom one, hence the confusion

rotund scroll
#

it's the same for all dispatchers

grim ore
#

my only thought then is your variable is invalid before you attempt to bind the event to it.

rotund scroll
#

the point is, as in the image, you can see that when hovering over the variable

#

you get the events in green, with a plus on

#

that is supposed to be a shortcut to create dispatcher events, and I have several dispatchers like that setup

#

unfortunately they do not seem to function

#

I'm not binding it manually though, I'm binding it through the shortcut

#

but I do agree that it's likely an invalid variable

#

I don't know if I can pass the reference to the player character directly upon spawning the character so I avoid these shenanigans?

grim ore
#

ok I see what you are saying and I beleive what you are trying is not going to work/intended way of working. those event would have to be inside the actor itself to be called as they are events inside the actor and without binding to them you won't be able to get a callback to this third party

rotund scroll
#

if it's not intended then why is it available? when I select the variable in the blueprint outliner all the events, including dispatched events, show up

#

if you do have the editor open I encourage you to try it as well

grim ore
#

I do and did I just tested everything I said

#

which is why I said it's not the way you want it to work

rotund scroll
#

well again then why is it there in the first place?

#

why do I have the option to create these shortcuts event bindings when they are non functional?

#

I think it is intentional

grim ore
#

they are functional inside of the items they are intended to work in

rotund scroll
#

but that it likely requires the variable to be not null at beginplay

plush yew
#

is ShooterGame a item based on blueprint

grim ore
#

well if you try doing it to something that exists on level load, like a mesh in a level, inside the level BP it's still invalid

rotund scroll
#

@grim ore well it seems they are intended to work within other blueprint classes as well, seeing that they are available as an event on a variable of that type

grim ore
#

yep I take that back, if you set it at design time it works fine

#

I've just never had a reason to do this so the actual reason process behind it was confusing

rotund scroll
#

it prevents a lot of rewiring and using bind event functionality

#

makes the blueprints super readable

#

anyway so my follow up question is

#

can I pass a controller reference to my character at editor time or at any time before begin play?

grim ore
#

at editor time no, it wouldn't be valid

#

but at this point I could be wrong on that one as well lol

#

I can see your issue now but I can't think of a way to get around it, even the internet is confused

rotund scroll
#

I figure that the controller spawns before the character spawns

#

ah

#

I suppose if I spawn the character manually it would work

grim ore
#

but even then that sounds like a bad idea hoping it works rather than having it do it at the correct time

rotund scroll
#

then I can just expose the variable and the controller can spawn and parse itself to the character

#

it's a workaround but it stays within good practices

#

even if I agree I shouldn't have to do it like this

#

because it essentially means that the PlayerStart actor is useless

normal burrow
#

@plush yew heard its mostly cpp

plush yew
#

I want to make a blueprint inventory system

#

example i have my BLueprrint item called TestItem_BP

#

idk if its possible

#

ive heard ARK and ATLAS does it

#

and they used shootergame

#

Proof 😛

#

^ They do

grim ore
#

@rotund scroll does the game mode determine what spawns on start and if player starts are used? I would assume at that point you could override the spawning and do your spawning in there with a valid controller to pass in

rotund scroll
#

@grim ore game mode determines what to spawn, but I'm not sure it determines where to spawn them. I could be wrong though, I haven't dug through much of the cpp. I feel like I saw an option for controllers to not attach to a character automatically, which allows for manual possession, and hopefully by extension, manual spawning

#

so I'm going to try and look into that

grim ore
#

yeah this is a weird problem with a weird solution i think 😦

#

yeah the choose player start lets you override where they start but at this point they are already spawned, need to find the "pick what to spawn" and override it lol

worn granite
#

You're looking for GetDefaultPawnClass I think

grim ore
#

yeah was just looking at GetDefaultPawnClassForController

#

yeah that returns the class but it's not the actual spawning event

rotund scroll
#

I figured

grim ore
#

man I really need to spend a day on the game mode and just go thru it all lol

rotund scroll
#

but you're right, the game mode should have some way of modifying this in blueprint

grim ore
#

well I can modify the start spot, and I can override the start class, just need to override the spawning event

rotund scroll
#

is there a hierarchical order that we can assert some of the classes to be instantiated in?

worn granite
#

I find that game mode is quite BP friendly

thick herald
#

These are the sort of conversations that I love. I'm following it sort of. Being somewhat new to UE in general, and also forgotten much of my coding knowledge through time 😄 Inspires one to get the old brain cells working and try a bit of C++ learning 🙂

rotund scroll
#

@worn granite oh for sure, in most cases it is fine. in this particular case it seems there a missing underlying design to support functionality that is implemented

worn granite
#

which part?

#

the "can spawn"?

rotund scroll
#

manual spawning for instance

#

which seems to be the only solution to the issue at hand

worn granite
#

You can do manual spawning though

rotund scroll
#

in the case of no PlayerStart yes?

worn granite
#

Are they not BlueprintCallable?

#

Well see

#

you need the player to have some initial pawn

#

Unless the scene is completely occuded by a menu

rotund scroll
#

I could understand if you said controller, but I'm not sure why you'd always need a pawn

worn granite
#

I mean you could push a view target

#

or set it up so origin + zero rot is a decent view

fallen marten
#

One of my game modes, I just get all player starts with tag and decide which one I want to spawn a pawn at and possess

worn granite
#

either of those are workable solutions without a pawn

rotund scroll
#

but also equally uncallable in blueprint

fallen marten
#

Mine is a bp

rotund scroll
#

so which is the option that allows you to manually spawn a pawn?

worn granite
#

If you return nullptr for class selection it shouldn't default to spectator pawn

#

if you return nullptr for spawn point it should also abort

fallen marten
#

On begin play, if level equals whatever , get all actors with tag (player start) and get it's transform, spawn a pawn there and possess it

grim ore
#

@rotund scroll got it, SpawnDefaultPawnFor lets you override what is spawned by spawning your own which is where you can pass in anything on the spawn

rotund scroll
#

ah cool, so that's a function on the game mode?

grim ore
#

and if you return back the spawned actor it will handle possessing it for you as well

#

yep its one of the override functions

rotund scroll
#

that's excellent news, thanks!

#

I'll take a look at it

grim ore
#

the only issue I can see, dont know if its a problem for you, but unless you choose the actual class in the spawn node it won't expose the exposed variable in the constructor node 😦

rotund scroll
#

yeah I don't see the choice of class exposed

fallen marten
#

You can get a player controller reference and have a spawning pawn class variable you can plug into the game mode

#

So if you want to swap pawns mid game you can do it via variable

grim ore
#

this worked for me but you can't just use the default pawn on the game mode or it wont show the exposed variable because thats how that node works

rotund scroll
#

I did the exact same thing

#

that's really interesting if it works now

grim ore
#

and it does seem to work. i exposed a static mesh actor variable in my chararacter and bound the on clicked to it from the variable to just print string. If I Being play -> get all static mesh actors -> and set the variable it doesnt bind

rotund scroll
#

and it does

grim ore
#

I then did it using the exposed variable route and it worked 🙂

#

so yay

rotund scroll
#

thanks for the assistance

#

very curious case

grim ore
#

I am hoping you can pass the variable after the spawn becauise I dont like it hard coding the class lol

#

so to the blueprints!

rotund scroll
#

now I'll have to go through the override functionality of game mode to see if there's more to be plucked from there

grim ore
#

and it doesnt like i expected so yeah you need to pass in that object in the construction part (the spawn actor node) or else it's not valid for the binding

rotund scroll
#

yeah I figured that

grim ore
#

which means hard coding the class instead of using default pawn but I guess you can get around that by getting the default pawn and selecting then using multiple spawn actor nodes lol

rotund scroll
#

but it makes sense, it's just weird that this is the only way to actually control which parameters you pass to your player character

grim ore
#

lol I was going to do my daily MMO quests and hour ago but got side tracked, new stuff to learn but man this was a weird one

#

well it makes sense in the fact its mimicing the constructor basically

rotund scroll
#

pretty much

grim ore
#

Im guessing the way you are trying to bind it is just something epic does as a conveinence during object creation

rotund scroll
#

yeah it has to be

#

but it is such a superior way of doing it

grim ore
#

not one I had ever thought of as I try, even if it's messier, to keep things in a logical order to me but it does make sense

#

it seems like epic should have some sort of breakdown of the game mode somewhere tho for order of operation

#

I mean there is a page for it but it's not "clear"

obsidian lily
#

I have what I think is probably a simple question -- I have a third person character iwith a standard cameraboom type setup using a springamr component. the arm rotates with the mouse. Suppose I wanted to temporarily take away control from the mouse, and rotate the boom suchthat it was directly behind the pawn?

rotund scroll
#

I wonder if you can do the same for the controller itself

#

but I suppose not

grim ore
#

good question, You can override the controller class being used in the GM

rotund scroll
#

well say I wanted to pass the controller the reference of the same spawned character

#

unless that is handled automatically

grim ore
#

it must be because that code I snipped as long as you return the pawn you spawn the next part does the auto possess for you which assigns that pawn to the controller and then at that point the controller knows its controlled pawn

rotund scroll
#

I get that, but it's only cast as a pawn at that point

grim ore
#

ah if you want it to know it's exact class? well no reason you cant tell it directly after you spawn the actor just cast the controller and set the variable

rotund scroll
#

whereas I'd love to cast it as a character for instance

grim ore
#

I would be curious if in the PC if it has an event, which I bet the possess event is it, to know when it controls something and then you could do your whatevering in it

plush yew
#

Hello guys ! I have a question : If I buy an asset on the UE marketplace (I'm interested by a pack of 3D models), could I modify the models or/and use in my game(s) then sell this game(s) ?

grim ore
#

yep in the PC you have On Possess you can override

obsidian lily
#

ah, just bUsePawnControlRotation = false and setting the boom rotation directly seems to do the trick, great

grim ore
#

@obsidian lily You can call disable input to disable input, or you could use a boolean setup to check if you allow mouse after the mouse input events. The nyou can do whatever you want to the camera or springarm

rotund scroll
#

@grim ore yeah that works, thanks!

grim ore
#

yay we learned about the game mode today lol 🙂

dawn ether
#

Is local space relative to the mesh pivot?

grim ore
#

@plush yew when you buy the models you are allowed to use them in your project as long as you do not redistribute the models themselves. IF it's going to be in a finished project that is what they are intended for

dawn ether
#

I am trying to rotate about the objects local x axis, but instead this is rotating about the world x axis

grim ore
#

Depnding on what you are doing you have the set relative rotation node which should let you set the current rotation relative to it's parent

dawn ether
#

this is a material

#

I am feeding to world offset

grim ore
#

ah

plush yew
#

@grim ore And so I can sell the finished game containing the purchased assets, right ? I just can resell the assets itself, alone ? Did I understand good ?

#

( even if the models are modified by me )

grim ore
#

yes, that is also in the FAQ and EULA for the marketplace.

#
Customers are free to modify any product they purchase from the Marketplace, but they may not transfer or sublicense those products for further distribution on the Marketplace or any other online store.```
plush yew
#

yeah, i've just read it but I was not sure to understand well as I'm not english

#

but it's clear

#

thank you very much @grim ore

grim ore
#

yep just common sense basically, You buy it to use not to resell