#ue4-general

1 messages Β· Page 632 of 1

heady moon
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guys

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which is easier, blueprints or c++, or theres no such thing as which is easier and its all about which ur comfortable with?

wary wave
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they are two sides of the same coin.

exotic thicket
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yeah it probably largely just depends on what approach you prefer

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I come from a programming background but I still kinda like using BP's :)

tawdry storm
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from an artist standpoint, blueprints are easier, but if you have knowledge in C++ it's very likely that you'll have less trouble with that

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blueprints follow a similar logic as far as I'm aware, yes

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sure

exotic thicket
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you just use them, nothing more to it really

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you can create some aspects your your game in C++, use blueprints for others

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you need to add a few things to your C++ code if you want to use it directly from your BP code, but it's pretty straightforward stuff overall

eternal vector
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Can anyone with rtx 2060 use raytracing without crashing?

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I cant seem to make it work

exotic cave
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@heady moon : Blueprints are simpler for easier tasks, C++ is often necessary for very advanced work

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Blueprint graphs make simple coding logic very easy, however for advanced logic a C++ file can give the ability in code to do things more simply that would require utterly vast Blueprint graphs

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I do have a question myself; I'm learning how to do automatic landscape materials but can't figure out how to have the automaterial spawn grass only on some regions and not others.

brisk girder
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I am having some issues with my NavMesh. I am working on a top-down hack n slash (diablo-ish) and when I booted my project up this morning my navmesh was broken and none of my characters will move on it. It was fine last night and I didnt change anything. Anyone know what might be going on?

heady moon
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@exotic cave oh ok thanks

exotic cave
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If you learn to use both you can get very powerful πŸ™‚

heady moon
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yeah

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im looking forward to do that

exotic cave
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When you use Blueprints that call custom C++ functions I understand the sky is the limit

heady moon
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but its a long long process...

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Lol.

exotic cave
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I'm 40 and getting my butt kicked by guys less than half my age, get used to it πŸ˜‰

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It's good for the soul.

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You are very lucky πŸ˜„

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I wish I'd started UE at 15

exotic thicket
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15 is good, you won't have to spend half your wake hours working so you can instead make more games

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lol

brisk girder
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Does anyone know a potential fix for that question?

heady moon
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@exotic cave dam i never talked with a 40 year old O_O

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except my parents

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and their friends

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like online

exotic cave
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I started C++ around 15-16 myself :> Unreal 1 had just come out

heady moon
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oh

exotic cave
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@brisk girder : I haven't worked with UE navmeshes yet, sorry 😦

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Refugee from Unity here

heady moon
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L0l

brisk girder
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Poo. Thanks for taking a look

exotic thicket
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one of my internet friends is over 60 :) he's pretty cool though

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I'm not 60

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I'm 32

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lol

exotic cave
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It's good πŸ™‚ No rules against teenagers making games

brisk girder
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The only thing I mind is typing 60 text messages for 60 characters πŸ˜‰

exotic cave
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Tim Sweeney (founder of Epic) started learning to code online at 11, according to his Wikipedia article.

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I'm pretty sure he's pro-student development πŸ˜„

exotic thicket
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I think I started around 11 or 12, I had one of those "Learn C in 30 days" books

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Needless to say I didn't really learn it and instead did some weird MS DOS .bat file text games and then learned HTML :P

exotic cave
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Anyone done any landscape automaterial work?

pale osprey
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Anyone have this issue, when in 4.24.1 tabs don't restore after you close>open your project with flag set to "Restore Open Asset Tabs on Restart? πŸ€”

brave gate
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@pale osprey it's bugged, already fixed for 4.25

pale osprey
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@brave gate Thx πŸ™‚

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Good to know

plush yew
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Assertion failed: Texture->AddElement(PendingGroup) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\LightMap.cpp] [Line: 2124]

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halp

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lighting build on a level crashes ue4

odd glen
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Hello! Anyone knows how to go back to picking a project. I enabled the open previous project option and now I dont know how to get back

sweet relic
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@odd glen File > New Project...

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or

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File > Open Project...

odd glen
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I ended up renaming the folder of my project, since it crashed every load

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Thanks!

rotund scroll
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anyone know the formula to translate from world space rotation to bone space?

crude robin
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dumb question. im trying to take 5% off health using float but it doesnt seem to take 5% it seem to take 50% what is 5% in float value?

rotund scroll
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@crude robin float values are percentages, so if 1.0 is 100, 0.5 is 50, and 0.05 is 5

crude robin
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ah ok. thanks for that cheers.

slender vale
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Wwise vs FMOD for YE4?

brazen hull
normal burrow
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Armature needs to be named root

digital anchor
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@rotund scroll in ue4 theres USkinnedMeshComponent::TransformToBoneSpace, for the actual formula im pretty sure its just the two rotations multiplied

rotund scroll
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@digital anchor so it's not possible in BP? I'm having some trouble having my character adjust head rotation

digital anchor
rotund scroll
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e.g. look at rotation doesn't actually care which direction pawn is moving in?

digital anchor
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its available in blueprint, just drag from a skeletal mesh

normal burrow
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Would only work after anim graph runs

rotund scroll
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@normal burrow I am transforming the head bone rotation in anim graph

normal burrow
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Yeah, you can treat world->bone as completely unknown before hand

rotund scroll
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what do you mean? that it doesn't matter?

normal burrow
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Unless the neck is not moving

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And your using that bone space?

rotund scroll
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neck isn't moving beyond the first activation, even though I am doing the lookAt on anim tick

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yes

normal burrow
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If there is any animation in the neck, using the previous frames bone space from current frames world space is gonna be latent and wobbly

rotund scroll
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there isn't

normal burrow
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If it’s completely stable it may work

rotund scroll
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I was considering using IK to do it

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but

normal burrow
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Component space would be ideal for look at

rotund scroll
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in either case I can't get the LookAt to work

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doesn't work in any of the spaces

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apart from the initial activation

austere oasis
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Is there an OOTB way to only load an actor, that has been placed on the map in the editor, if certain criteria is met? Or would one have to, for example, get a "wrapper" actor involved which renders the actor in the editor, and spawns it if the criteria is met?

brazen hull
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@normal burrow its already named that

normal burrow
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Did you rename any bones?

normal burrow
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Remove the sample parent

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Select root armature and the mesh then export. Turn off leaf bones and turn on selection only

brazen hull
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daisysnap seem to work

normal burrow
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Woo

brazen hull
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only error rn

normal burrow
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Yeah you got some verts with too many bone influencers

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Could quantitize weights or w/e in blender but may not need it

brazen hull
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ah

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I did just auto rig to rig it just to test

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ima rig manually if it works

rotund scroll
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@normal burrow the bone space convert seems to make it work a bit better. I still have the issue of the LookAt not updating for instance when switching side

normal burrow
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Would just look at using world space to begin with

rotund scroll
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that fails completely

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that was the first thing I did

normal burrow
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Then you need to adjust the axes it looks out of

rotund scroll
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I get the issue but in using the FindLookAtRotation node there isn't any option to change sign or axis

normal burrow
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β€œLook at” anim graph node takes a position

rotund scroll
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I see

normal burrow
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There’s not a good way to calculate a rotation otherwise because the point of pivot presumably moves. Look at uses a point input because of that

rotund scroll
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I was using bone transform

brazen hull
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thx p@t it worked

copper flicker
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howdy

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does anyone know why this fine piece of BP doesn't always work?

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it works well 90% of the time... and sometimes it triggers 1 or 2 extra damages

dim plover
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Maybe because Ouch is false after the delay?

copper flicker
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in Editor..

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no, Ouch should be True after delay

dim plover
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If the Overlap ends before the delay finishes, it would be false.

copper flicker
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so it keeps on dealing damage

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IF

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but while it overlaps, it keeps damaging

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the problem is that once the overlap ENDS......

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it can keep damaging a few more times

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no matter what short delay I use

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I tried 0.1 0.01 0.2 0.5

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what am I missing?..

dim plover
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My brain is not capable of thinking with delays, but my small brain advice is to use timers instead.
And on overlap, just end the timer.

grim ore
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try swapping to something using timers instead that are self contained. Overlap -> set bool for can be damaged -> start timer. Timer can check if they should be damaged, and if so damage then call itself again after X time

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when you stop overlapping you kill the timer and reset your bool back to false and done

copper flicker
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ok.. thx. but is there any reason this delay method fails?

grim ore
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this way the timer checks to see if they should be damaged right before it applies damage, and it calls itself again after X time

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well how do you know it's failing?

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do you print out when you enter and leave the overlap?

copper flicker
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because I can even print instead of sending damage. on every loop. and it will sometimes, like 10% of the time... print 2, 3 extras.

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can it maybe just fail in editor?...

dim plover
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Maybe your component overlaps are weirdly set up.

copper flicker
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it's a very simple piece of code tho

dim plover
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Sometimes some combination of components that are set to overlap each other can be wonky.

copper flicker
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I'm overlapping between a capsule for the player, and a MESH.... for the damage dealer

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the mesh is set to overlap the Player only

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and I'm checking Tag

grim ore
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print out when you start overlap and end overlap with the elapsed time since start in a different color, do the same for when you deal damage before the delay. see what looks weird

copper flicker
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ok, thanks!

grim ore
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it might be working fine you just "think" it's not since you are eyeballing it. Also how are you making sure it's the player?

copper flicker
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the Player is tagged Player

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and it is the only obejct with that tag, in the world

grim ore
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what does Fcx Player do?

copper flicker
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and I can see the fail visibly, it's obvsious, not subtle

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Fcx just checks for player tag

grim ore
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and it returns the player or nothing?

copper flicker
grim ore
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I just ask as I don't see an actual fail code there

dim plover
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Oh, it's possible that your function returns wonky bools.

copper flicker
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that is the function right there

dim plover
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You need to explicitly use the return node.
Otherwise it will return wonky shit.

copper flicker
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what do you mean?

grim ore
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fuuunky

dim plover
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Let's say your IsValid fails, or your has branch fails, you never explicitly returned anything.

copper flicker
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I used to do this kind of check by duplicating code instead of encapsulating in a function

dim plover
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So your function could return true, or it could return false.

hexed dock
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if i'm going to zip up my project for someone else to try compiling, what can I trim out to reduce the file size? seems like I could probably clear out everything in Intermediate. Saves folder as well?

grim ore
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intermediate, build, save, .vs

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anything you arent using in the project lol

copper flicker
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yes, but if it returns false... nothing should happen

grim ore
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well first its bad coding ,every execute should have something attached to it for sanity purpose. ignoring that

copper flicker
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also, the exit overlap is supposed to change the Ouch bool

grim ore
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your overlap starts, you call your function and it returns an object

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your object can be the player or.... what?

copper flicker
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ok but how do I tell it Or What?

grim ore
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your code isnt checking for the player and saying yes or no, you are returning an object of the player or some random piece of code

copper flicker
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functions only have 1 exit

grim ore
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nope

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well yes but they can have more than 1 return node

dim plover
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Right click, type return node.

grim ore
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ignoring that if your goal is to just check "Is player?" why not return true or false

copper flicker
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I can have 2 returns??

dim plover
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You can have multiple return nodes, yeah.
And I guess multiple returns anyway.

copper flicker
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wow!!

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ok but I don't understand the logic of this

dim plover
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And by the way, more specifically, if you don't return something, it will return the last returned value.

copper flicker
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how can I have 2 returns... yet only 1 exit

grim ore
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keep in mind if you keep your code as is and return back a null object your... gonna just have to check again so thats lazy. Convert your code over to return basically the Actor has Tag bool and go from there

copper flicker
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in fact, with functions, it's even more foncusing, since I can have no returns at all

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confusing *

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haha

grim ore
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functions or events?

copper flicker
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functions...

grim ore
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functions have returns, events do not

copper flicker
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I have no idea what to put in the second return

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yes they do, but they don't need them....

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I don't understand this

grim ore
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yep thats the problem your logical return is a null object but that is not what you want

copper flicker
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most of my functions don't ahve returns, they work like events

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and when I do use a return.. I kinda panic

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πŸ˜„

grim ore
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change your return type to a boolean and return back the actor has tag result

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then you can branch after you check in your overlap and do something or nothing

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your basically going "hey are you the player? if so return the same object I just passed in else return something random"

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thats your code right now

copper flicker
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like that?

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oops

grim ore
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remove the branch, replace it with the return node itself

copper flicker
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oh shit... the duplicated branch..... acts as a identical copy

grim ore
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function in -> is valid? if so does it have the tag player? return that result

tawdry sigil
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Is someone here a expert or have knowledge about the Server Client stuff in Unreal ? Means Replication RepNotify etc etc ?
If YES please message me :S

copper flicker
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ok so ....

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how is this in any way different?..

grim ore
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np branch

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no branch

tawdry sigil
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True

copper flicker
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I'm lost

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I don't understand programming words.....

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πŸ˜„

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I understand visuals....

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I removed the branching..

hexed dock
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thanks, @grim ore

tawdry sigil
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Is someone here a expert or have knowledge about the Server Client stuff in Unreal ? Means Replication RepNotify etc etc ?
If YES please message me :S

copper flicker
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ok so.. functions can have only 1 return / exit.

grim ore
copper flicker
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whaaaaaaaaaaaaaat..... O o

grim ore
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has tag? Is the object passed in valid? if so see if it has a tag you passed in and return that result. If its not valid, return false no matter what

tawdry sigil
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@copper flicker yes you can have only 1 return AT THE SAME TIME ... Cause return .. means u exit the function

copper flicker
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ok, but I need the Player value being returned

grim ore
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why?

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you arent using it or doing anything with it when you pass it in

copper flicker
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because that's one of the reasons I made this function

rustic panther
copper flicker
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I'm not using it here, but I do use it in other places

grim ore
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your taking it in from the previous node, you can re use it again

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if you arent altering it in here don't return the same item that's weird

rustic panther
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grey with green/red lines going all the way through them

grim ore
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plus you can turn this into a pure node now

copper flicker
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hmm.. I don't understand this.. sorry O o

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your example

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I will try to do that, and see what it does

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but it makes no sense

grim ore
copper flicker
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yes, but the result of this is a Bool

grim ore
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if you want to return your object you pass in that is fine, just saying it's passing around something that you dont need

copper flicker
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I need an Execute, and a Player

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not a bool

normal burrow
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branch

grim ore
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well None is the wrong tag but you get the point lol

normal burrow
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lol

copper flicker
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what about this//

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I mean.. ActorHasTag is already a thing

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I don't need a pure function

grim ore
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I know it is but your the one who wants to recreate it for some reason

copper flicker
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I don't want to...

grim ore
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so what was the point of the function?

copper flicker
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I want to simplify a netweork of a few things, like valiudate and tag

grim ore
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seems like just making sure your validate was in there before the check

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which is fine, good use for a function to replace repeated code

copper flicker
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yeah, I have tons of these checks, I thought of cleaning up code

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now I'm confused.. I started replacing code with this function already

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and it seems to work

tawdry sigil
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then gg

copper flicker
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I don't understand why you need a second return

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with a null

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when a null is the absence of a.. result...>

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?

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if the function fails it returns a null anyway?...

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and I wanted to remove the extra branching outside the function..

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what if....

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but again, this makes no sense to me

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seems to work tho... O o..... at least until I discover it doesn't ...

rotund scroll
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@normal burrow got the LookAt to work, but it doesn't seem like it respects the clamp?

light vigil
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Hello everyone! My question is How do I stop a camera from moving such that you can see past the edges of the screen?

I have a top down camera, and I am curious as to the best way to prevent it from being able to see past the edge of the world. I have invisible walls on the edges that stop the camera from going past that, but since it is top down you can still see ~50% of the edge of the screen before the camera hits the collider, since the camera is in the middle of its viewport

rotund scroll
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@light vigil make a collision extend out of the screen and block the camera with that

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only block the camera though

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and you may need to pad it

winter gale
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So frustrating 4.24.1 so stopped working on it. Frequently crashing with D3D device being lost INTERNAL_ERROR.

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First time experiencing this much frequent crash. 4.24.1 won't even last 5 minutes working in Blueprints.

brazen hull
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Trying to apply textures to a model but they just turn out grey and black

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spazz had wrong uv map turned on

copper flicker
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mkay so this works...

abstract relic
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Ouch

normal burrow
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Ouch

copper flicker
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without setting the Player var, I had other objects becoming Player...

normal burrow
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is currently ouch?

copper flicker
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and was sending damage to them instead

rotund scroll
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why wouldn't you just cast to the player class

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and save yourself a lot of issues

copper flicker
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why?...

rotund scroll
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because then you don't need tags

copper flicker
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the problem had nothing to do with casting, and yes, I have to use tags

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my player is made of multiple obejcts

rotund scroll
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if you cast other actor to the player class, you avoid all other actors getting damaged

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yeah but your player is still a single class

copper flicker
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myeah... I guess

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I don't like casting, it's slow and ug ly

normal burrow
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that delay loop.. also scary.

copper flicker
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πŸ˜„

rotund scroll
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and you should use a timer instead of that delay loop

copper flicker
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why is delay not ok?

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I use delays in everything

rotund scroll
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delay isn't the issue

normal burrow
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think about being hurt multiple times

rotund scroll
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the issue is the loop

normal burrow
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those delays will stack upon eachother

rotund scroll
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use an event timer instead

copper flicker
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they are very short delays

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0.2 sec

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I prefer to use delays simply cuz of infinitely simpler code

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unless I get in trouble....

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πŸ˜„

normal burrow
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so long as you understand

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if that thing gets called two times immediately

rotund scroll
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it's not simpler and as @normal burrow mentioned, you will have issues with your code

normal burrow
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damage will be doubled.

copper flicker
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yes, I got in trouble, I troubleshooted my troubles...

rotund scroll
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so it's not really about preference, it's about having code that actually does what you want it to do

copper flicker
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it can't submit double damage atm

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it simply loops and checks every loop

rotund scroll
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yeah but the delays stack individually

copper flicker
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yes, I know

normal burrow
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what if someone exits and enters vm

rotund scroll
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so every delay you double the damage

copper flicker
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so yeah.. maybe if the loop was 5 seconds long....

rotund scroll
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it means the damage gets exponentially higher

brave gate
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so it should loop on timer

normal burrow
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nah vm

brave gate
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you can cancel it

normal burrow
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the issue is that you've got multiple loops

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every overlap it'll start a new one

copper flicker
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if I trigger it multiple times

rotund scroll
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timer is the best way

brave gate
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code is more readable for future you and others

copper flicker
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I haven't used timers much, and it's because they look unreadable...

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delays are super easy

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πŸ˜„

rotund scroll
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this is more readable?

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lmao

copper flicker
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well, they make sense to me at least

normal burrow
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so long as you get whats goin gon

copper flicker
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there is a lot of programming stuff that doesn't make sense to me

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like RETURNS

abstract relic
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A good example of bad programming practice 😜

rotund scroll
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ok I think we've said our piece here, but don't come back crying if suddenly your shit bugs out because we told you so

normal burrow
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lol yeah High Tide

copper flicker
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haha ok, thanks for telling me, I do appreciate it

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I will probably start using timers one day...

royal kettle
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if overlap glitches, delay can stack many times

copper flicker
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hmm... yeah, that sounds scary

normal burrow
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entire server right now: Don't do it VM

copper flicker
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I rely on Unreal to create clean delays

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πŸ˜„

rotund scroll
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instead of looking a gift horse in the mouth maybe you should consider that advice from people here comes from a place of experience

copper flicker
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well, I would have to rethink my entire game, which is impossible

brave gate
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never rely on programming-anything doing something clean for you πŸ˜›

rotund scroll
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you wouldn't

copper flicker
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well, I use delays heavily

rotund scroll
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you literally just change your delay into a custom event

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and then connect a set timer by event node to it

copper flicker
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and I even used them as timers

rotund scroll
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does the exact same thing

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but is safe

brave gate
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yeah, or use CreateEvent to call that event

rotund scroll
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even better

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someone is ahead of me in readability

worn granite
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And then that way you don't have to drag wires everywhere

copper flicker
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so far I haven't had any major issues.....

rotund scroll
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that's a terrible argument

copper flicker
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but for my next game, I will consider πŸ˜„

brave gate
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it's clean, every action has its event or function - as it should be
you can call such event from outside
you can cancel timer loop, change duration, restart it

rotund scroll
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I give up

copper flicker
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yes, I understand.. it's safer

brave gate
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don't schedule improvement for the next game, just use new things you learned when you work on the next script

normal burrow
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we don't think you are reading the code right vm

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i think thats the challenge here

copper flicker
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it's also a lot more complicated and hard to understand. so.. that's time and frustration, and needing to redesign hundreds of BPs

brave gate
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in few weeks your scripts will be much better, and in few months you'd be ashamed of today's code - which is desired for programmer πŸ˜‰

copper flicker
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πŸ˜„

brave gate
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that's the trick - don't "redesign" all at once

copper flicker
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happy new year to y'all

brave gate
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nobody has time for that

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lunar year or what? πŸ˜‰

copper flicker
#

2020

brave gate
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no, no Steam sale yet, there's no new lunar year yet πŸ˜›

abstract relic
#

Adaptability is the hallmark of game developers. Are you a game developer? Throw that terrible attitude out the window and make a clean kick ass game

normal burrow
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Gotta adapt. at least check if ouch is false before setting it true and starting that loop @copper flicker

copper flicker
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I am...

normal burrow
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not in what you posted

copper flicker
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my BP is hecking for Ouch every loops

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loop

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yes, in what I've posted....

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check for ouch, apply damage, delay

normal burrow
copper flicker
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why?........

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again, this piece of code seems to work well.

normal burrow
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you would stop multiple delay loops from happening

copper flicker
#

what multiple delay loops?...

normal burrow
#

this is the part we're trying to inform you of

abstract relic
#

It will always start a new loop when entering the volume

normal burrow
#

when that exec runs

copper flicker
#

hahaha what?........

normal burrow
#

and delays forever

#

it does not stop

#

so two execs to ActorBeginOverlap

#

will run the delay twice

#

if someone exits and enters within 0.2 seconds

copper flicker
#

no they don't

abstract relic
#

You want to check that you are not already ouching

copper flicker
#

only the Player can

normal burrow
#

test it

copper flicker
#

uhm, what do u mean

#

I have multiple objects overlapping the damage dealer

#

and only the player gets damage

#

seems to be stable now....

abstract relic
#

Make two damage dealer in the scene

normal burrow
#

yeah or enter and exit enter the overlap twice within .2 seconds (it'd damage twice as fast)

abstract relic
#

And have fun

copper flicker
#

yes, I have mutiple damage dealers..

#

my damage dealers are not bullets tho

#

they are obejcts on the ground

#

so I can't trigger more than 1 at a time

#

also, my player has a Invincibility mode that stops it from receiveing double damage

#

πŸ˜„

abstract relic
#

They’ll figure it out one day Pat. 😜

normal burrow
#

Yeah I, dunno if i can explain it any better

tawdry sigil
#

xD

#

Boooools

copper flicker
#

you mean that?

normal burrow
#

yes, now you will only have one delay loop going

copper flicker
#

yeah I see... but in my case it's an extra precaution, not necessary

normal burrow
#

it will still technically break with multiple players

copper flicker
#

if it was bullets, yes

rotund scroll
#

lmao

copper flicker
#

I don't have multiple players

abstract relic
#

Lol

normal burrow
#

but the one player wont get double damage at least

copper flicker
#

yeah, I understand

#

thx!

#

: ]

vale spade
#

If i want to create an RPG, what would be the best way on how i will do it? i already know what im going to, set some basic stuff up.

wary wave
#

@copper flicker - as a general bit of BP advice, don't use delays

exotic thicket
#

That's a bit vague of a question because there are many kinds of RPGs

wary wave
#

it just encourages bad programming practices that cause the exact kind of issues you just created

vale spade
#

hm... third person, focused on fighting with the style of black desert online

rotund scroll
#

@normal burrow did you have an idea of how to make the clamp work on the LookAt bone node?

normal burrow
#

hmm i can't remember

#

clamping may be difficult to do if its not an option on the node?

rotund scroll
#

it is an option

#

but it's a float

#

I'm not sure how it's supposed to register

normal burrow
#

likely a degree cone

rotund scroll
#

I think otherwise I guess I can do a dot product of the two locations

#

yeah but where does it start?

#

I put in 180 and it seems to have no effect

normal burrow
#

what about 5

rotund scroll
#

that does seem to work

#

perhaps it's due to rotators having either 180 or -180 arcs respectively, so there's no way of telling which sign it is currently?

normal burrow
#

its like the the angle outwards

#

so 180 would be no clap

#

cause it can move -180 or +180

#

complete guess. not sure

rotund scroll
#

at 160 it still breaks the clamp value

#

as in, the head stays still while the body rotates

#

might just try and do a dot product instead

normal burrow
#

maybe lower alpha/influence is what you want?

rotund scroll
#

I use alpha already as a bool

#

but yeah I guess I could repurpose the dot as the alpha

normal burrow
#

unsure what the dot product would be a part of

#

general facing direction?

rotund scroll
#

yeah so dot((actor.location - target.location).normalized, actor.forwardvector) > 0

normal burrow
#

min(1,3*dot((actor.location - target.location).normalized, actor.forwardvector))

#

may give you better results

#

unless you don't want full look ever

rotund scroll
#

oh because the value is so tiny?

normal burrow
#

ah well, it wont be 1.0 unless your fully aligned

#

min(1,3*x) just means 2/3s is 1.0

rotund scroll
#

yeah okay so it's more to curve the value a bit

normal burrow
#

yes

rotund scroll
#

gotcha

normal burrow
#

could also max(1,acos(that_dot)/50.f) or something

#

cosine would be the dot product

#

so that might not be the best influencer

#

angle may be more linear in approach, your call really

rotund scroll
#

acos essentially creates a cone then?

normal burrow
#

arc cosine (degrees) gets angle from the cosign produecd by the dot yeah

#

return range is 0..180 (never negative)

#

assuming your dots are unit vector anyway

rotund scroll
#

of course

normal burrow
#

it'd be the cosine of the angle between the vectors in a cross product

#

er around the cross product vector of them

rotund scroll
#

makes sense

plush yew
#

This scene in which this screenshot was taken is a sealed room, with no lights in it, why is it not dark?

normal burrow
#

do you have tonemapping on?

plush yew
#

ummm... I dont know?

normal burrow
#

if you exit the room near a light source, does it appear dark?

plush yew
#

no

#

outside there is a sun

normal burrow
#

hm

rotund scroll
#

it works even without the cone, the min value was a good call, thanks pat

plush yew
normal burrow
#

what is your ambient light color in world settings?

exotic thicket
#

Huh I feel like I've actually learned something... I was banging my head against "why can't interfaces have event listeners" for a bit, and then I realized I could just make a component which has the events, and fetch the component instead of using an interface

normal burrow
#

actor interface to return component is fine

exotic thicket
#

yeah that's pretty much the solution I came to :)

plush yew
#

@normal burrow it doesnt seem to have one -- i cant find a setting in world seeintgs for ambient light color

exotic thicket
#

much easier than having to build some kind of horrible kludge to fake event listeners thru an interface lol

normal burrow
#

i probably got the name of the setting wrong

#

one second

grim ore
#

search for light in the top right of your world outliner, do you have a sky light?

normal burrow
plush yew
#

mine is the same as yours

normal burrow
#

check what matheww said then

fossil ore
#

Quick question

#

How do I enable transform rotation in 4.24?

plush yew
#

sorry -- hold on

#

theres what I get when I search for Light in the world outliner

normal burrow
#

the world outliner search is at the top

plush yew
#

OOPs -- sorry got world outliner and world settings mixed

#

got nothing when I search for light

#

I have a sun sky actor

#

if thats what you mean by a skylight

grim ore
#

skylight in the top right basically does a sort of ambient lighting

plush yew
#

nope, dont have one of those

grim ore
#

the drop down in the top left there is a check box for EV100 and to use game settings, this is auto exposure and will brighten up dark scenes as well if its checked (you will have to disable it in your project settings if this is the answer)

#

also you need to see if you are using baked lighting or dynamic lighting and if using baked you have to rebuild lighting between changes

plush yew
#

im gonna sound like a dummy here -- where in the top left?

#

ive been rebuilding lighting

grim ore
#

also if you look at the Sun SKy it has a skylight as part of it

#

top left of the viewport is a button called Lit

plush yew
#

Working on it -- lighting is rebuilding now

#

I deleted the sun sky --

#

Must have been the sun sky that was doing it

#

@grim ore

#

@grim ore Ok, I wiped out the sun sky and put a 1000 cd point lamp outside, and its still dark inside, so I think i'm heading the right direction,

grim ore
#

It was probably the sky light then as it was part of the sun sky. A directional light might be better outside to simulate the sun or you can go back to the sun sky and just select the sky light component and change it's intensity down to 0

plush yew
#

d

mint horizon
#

Does anyone know if theres a way to change the GameServerQueryPort for a packaged game?

eager tangle
#

is there something wrong with shader compiling in 4.24.1?, shader compiling is x3 than 4.23

normal burrow
#

it's pretty instant for me, what cpu?

grave nebula
#

Moar shadorz

normal burrow
#

ahh, shadorz

grave nebula
#

Yas. If no shadorz fast compile if have shadorz slow compile.

#

Is it really instantaneous ?

normal burrow
#

yas compilede shadoraz

rigid moss
#

hey, how long is normal project loading times when opening a completely fresh project with nothing in it?

normal burrow
#

its like .1 second for mat editor apply changes

grave nebula
#

I need new CPU

rigid moss
#

my cpu is at 100% load for 15 minutes when im loading a new project

normal burrow
#

i've got a 3970x

#

shader compilation is one thing that benefits from the threadz

#

that is probably shader compilation as well jonte

#

idk the percent but its normal

rigid moss
#

yea probably

humble oyster
#

This thing is stupid af

#

Like it’s so easy for everyone else to understand

#

But it makes no sense to me

#

YouTube is being a pain in the ass to

#

I search up simple things but only advanced ass tutorials

#

How the hell am I supposed to learn if there’s everything but the things I need

exotic thicket
#

What are you trying to learn?

dim plover
#

Sometimes you have to figure things out yourself. Gamedev is hard.

exotic thicket
#

yep trial and error :D

#

I have absolutely no idea if some things that I'm doing makes any sense but it seems like it works so Β―_(ツ)_/Β―

hot thistle
dim plover
#

Probably at least one on the Market Place.

humble oyster
#

How In the hell do I learn myself

#

Impossible

dim plover
#

Might have to get a tutor.

shut rapids
#

break things into parts and progress slowly

humble oyster
#

No ones gonna tutor me

exotic thicket
#

A good start would be to ask here

humble oyster
#

Slowly

#

Slowly

fierce tulip
#

break what you want to do into the smallest parts, follow tutorials related to it, apply what you learn to make what you want.

wary wave
#

the first step is learning how to learn

#

counterintuitive, I know

humble oyster
#

First of all

#

Don’t just assume someone literally just started

dim plover
#

If you pay enough, you'll find a tutor.

humble oyster
#

I’m not gonna waste money a freaking tutor

shut rapids
#

yeah you just sound so... read your texts

humble oyster
#

ReAD yOUr TeXtS

#

I’m tired of YouTube not helping

exotic thicket
#

Yeah behaving like an ass is a good way to make sure nobody is gonna want to help you :D

humble oyster
#

No help how the hell did everyone else learn

dim plover
#

There's Udemy and the Unreal Learning tab.

humble oyster
#

Nobody wants to help even if I’m being a humble child

wary wave
#

back in my day, Youtube wasn't even a thing - it was largely trial, error and patience

humble oyster
#

So that’s not gonna help

wary wave
#

unfortunately, I suspect patience is still the key in 2020

fierce tulip
#

meanwhile my brother started learning gamedev and ue4 two weaks ago, and can now make an hp system and a controlable character without double-checking the tutorials.

humble oyster
#

Patients is not gonna help me understand

fierce tulip
#

practice, learn, practice.

shut rapids
#

lol

humble oyster
#

I watched a 4 our freaking video about ue4 and got nowhere

#

It was all just landscape

normal burrow
#

try relaxing a bit

fierce tulip
#

by now I have watched thousands of hours worth

wary wave
#

if you don't have the patience to learn, you might as well give up now

fierce tulip
#

and still learning stuff

humble oyster
#

Key word learning

exotic thicket
#

Are you still trying to do the attachment thing you asked about before?

humble oyster
#

Not be these videos aint done shit for me

#

No

#

I don’t care about the attachment

#

Some other guy asked me like give me a specific idea of what you want

#

Yea I have a very specific ass idea of what I want

#

But that doesn’t help with anything

normal burrow
#

may have helped them understand the problem

fierce tulip
#

k, lets all move on and think positive thoughts

exotic thicket
#

Well there are people here I'm sure who are willing to help but you have to work with them

humble oyster
#

I doubt that

#

I really heccing doubt that

exotic thicket
#

I keep asking stupid questions and they seem to be answering them Β―_(ツ)_/Β―

humble oyster
#

Key word you

#

YOU

#

Not me

#

Yall

exotic thicket
#

Because I describe my problem instead of going on a rant about my frustration :)

humble oyster
#

I’m resorting to violence because being nice and kind ain’t doing shit

#

Don’t 😱 me

#

How YouTube how do I make a sword and make the actions for using it
YouTube: oh here’s a long list of videos telling you how to put the sword in a hand and others about other peoples games and not tutorials

exotic thicket
#

You usually won't find anything that specific unfortunately

humble oyster
#

Hey how do I switch weapons or use a shield
YouTube: here’s a list of things of other people’s games

dim plover
#

I'm actually doing that exact same thing right now.

exotic thicket
#

It has to be more general along the lines of player items or player actions or something

humble oyster
#

Hey internet how do I do this
Internet: here, here’s a bunch of stuff that you can buy

exotic thicket
#

If someone has made a gun instead of a sword you could probably use the same method for example

#

(or an axe)

#

but if you search for a too specific solution you probably won't find it

humble oyster
#

Yea I wanna stab an enemy with a gun

#

I feel like your about to tell me to stop doing whatever

brave widget
#

Yeah, well, part of learning is learning how things not specifically what you are looking for apply to what you want. Sure, you can't stab with a gun, but much of the same process applies to making a sword. If you are looking for step by step guide on everything you want to do, you might as well pay someone to just do it for you

shut rapids
#

JuSt dO iT FoR YoU

#

xD

brave widget
#

I mean, thats basically what he's looking for so someone was going to say it πŸ™„

frosty bloom
#

Have you tried searching "Melee Combat Tutorial UE4" / "UE4 Combat Tutorial" / "Inventory Tutorial UE4" ? @humble oyster

humble oyster
#

Funny story I actually search that exact thing up

frosty bloom
#

Guess your internet is different than everyone elses then, if nothing came up

#

You can always resort to buying a Combat system of the marketplace and use it as a learning resource

humble oyster
#

Bold of you to assume I have money like y’all

shut rapids
#

dcs for instance was free

frosty bloom
#

It's been said a thousand times before but.. To even have a slim shot at making anything related to a game, you need to know how to do research

#

That or deep pockets. If you got neither it's just though luck

shut rapids
#

yes true

misty creek
#

That should give you a basic starting point for melee combat

south abyss
#

What I'm supposed to do if a marketplace asset only allows me to add the asset to the engine but i dont have any engine since i use a manually built copy? can i assume the asset will only add a plugin?

#

so i can copy it

fallen marten
#

Anyone can learn how to do even the most complicated things in Unreal, it all comes down to breaking things up into steps and being logical - which is what almost every tutorial does as well

#

@south abyss just add it to a blank engine project and then copy it over

dim plover
#

Can't you force place it into a (any) project?
Like there's a checkbox to show all.

fallen marten
#

Unless you can download it into your vault another way and then copy it to your project

south abyss
#

no install to project or create project

fallen marten
#

Lol that's a bitch..

#

Can you just install an engine just for the sake of it, and go from there copying the plugin over?

sweet relic
#

@south abyss you need install the launcher version of the engine and copy it from that

south abyss
#

Thats what I'm doing. I asked if i can assume i'll only create a pluguin

sweet relic
#

Ya it should be a plugin.

fleet stirrup
#

I've been getting up to speed on Unreal Engine, and have had some really good discussions here to try to better understand Unreal Actors and Components in relation to Unity GameObjects and Components. Here's my recap and current understanding up to now. I was initially told that Unreal Actors were the equivalent of Unity GameObjects, but I now believe that the only real similarity between these 2 is that both live in the world hierarchy outliner. It seems that the real practical equivalence is between Unreal SceneComponents and Unity GameObjects. Unreal SceneComponents can be arranged in a hierarchical fashion, and have many of the same object types that a user would consider to be a GameObject, such as: CameraComponent, LightComponent, and MeshComponent. These correspond more directly to the related Unity GameObjects. However, Unreal SceneComponents can not be placed directly in the world hierarchy outliner. They need to be packaged inside a Actor, which serves to encapsulate the structure, and live in the World Outliner. Actors can be arranged in a hierarchical fashion in the World Outliner, but the real "work" associated with GameObject "work" is happening at the SceneComponent level, not at the actor level, which is a package.

#

Is my current understanding correct?

#

Or am I off the mark?

#

Feel free to correct any misunderstandings!

#

(By the way, huge thanks to @normal burrow and @plush yew or maybe it was @vagrant summit for many rounds of discussion!)

rotund scroll
#

at this point I think you're shooting yourself in the foot by not learning system architecture and understanding the basics of ECS and OOP @fleet stirrup

naive zealot
#

please help me, every time I try to save the Map an error message appears saying that I cannot save the _BuiltData, if I choose to continue the same message reappears this time saying that it was not possible to save the BP of the material

why did that happen? how can i fix?

I think that maybe this can happen because I have Meshs in the cene with overlapping UVs, but in previous versions I used this same way since in my project the lighting is as movable

Detail: the Bp of the material is simple (Color, NormalMap and etc) which makes an error in the material impossible

plush yew
#

It was pat, not me πŸ˜€

naive zealot
#

this is one of three messages
How can I fix this problem?

fleet stirrup
#

@rotund scroll all good stuff! But gotta learn to walk first before I run πŸ™‚

rotund scroll
#

I think you misunderstand

#

if you took some time to get to know what both ECS and OOP are as respective ideas for architecture, then you would also much easier be able to transfer that knowledge to either engine

#

system hierarchies work in the same way regardless

fleet stirrup
#

In a previous life, I did quite a lot of C++ programming. No ECS though. I know ECS is becoming a big deal in Unity, but is ECS a common architectural pattern in Unreal?

rotund scroll
#

I mean both unity and unreal use ECS

dusky inlet
#

no Unreal doesnt use ECS (at least not anywhere at general user level)

rotund scroll
#

what you can do in the outliner in unity generally falls under ECS

fleet stirrup
#

As far as I understand Unity ECS is quite a different approach to how Unity has been used in the previous decade.

dusky inlet
#

it uses 'EC'. The S does not describe an entity-component system, but an architecture that consists of a) entities b) components and c) systems

#

components in ECS are mere data containers, they possess no logic

rotund scroll
#

regardless it houses many similarities

dusky inlet
#

yup

rotund scroll
#

the point is that knowing the architectural patterns quickly shows the similarities between both engines

dusky inlet
#

agreed, you only really need to know that actors/gameobjects serve as containers and components serve to define the container's functionality. With the exception that actors can have logic on their own

dim plover
#

How powerful is Unity's ECS thing? Just wondering how it compares to UE in general.

dusky inlet
#

the rest will be quickly understood just working with it instead of pondering

rotund scroll
#

@dim plover I'd wager it's the same

dusky inlet
#

like I said, Unreal has no ECS. Unity does, now. How well it fares, no idea

#

it's what they use to power that mega city demo afaik

rotund scroll
#

agreed, there's no point spending time theorizing what is and isn't

dim plover
#

I didn't mean to imply that UE4 had an ECS system.
Just wanted to know how "powerful" Unity would be compared to UE4 if what Unity's ECS system delivers on its promises.

dusky inlet
#

ahh I see. I think for space sim stuff and consorts it would be pretty neat. But overall 'power' in game engines is very relative. In the end it comes down to the tools you are using, and Unreal has some great tools whereas I find unity's tools very lacking. You can certainly implement ECS on your own in Unreal if you choose to

#

it's just another design pattern that lets you construct game code in a specific way. It doesn't magically make better games

dim plover
#

Alright, I didn't really know what it was or what exactly it was supposed to do.

rotund scroll
#

all it does is prepare you for data driven designs

fleet stirrup
#

As far as I know, ECS is at odds with what most people consider OOP. ECS helps you squeeze more out of the way the silicon is arranged by become more aware of the hardware, and arranging your data to align with the hardware.

rotund scroll
#

it's a pattern vs a paradigm

#

really ECS is just another way of doing dependency injection

dusky inlet
#

my very first experience doing game dev was in a java game engine using an ECS pattern. It was pretty fun and intuitive to use. You create systems that gather all entities using rules regarding their components. As in "all entities that own components X, Y but not Z"

#

and then you just do your work on the components of all the entities that fulfill the criteria

rotund scroll
#

anyway @fleet stirrup just start making something, you'll come to understand it much easier that way

dusky inlet
#

a "Gravity System" would collect all entites that had a "Position" and a "Mesh" and then you'd do gravity calculations

#

for example

fleet stirrup
#

@rotund scroll yup, I'm making something! I also like to try to understand what I'm dealing with conceptually, even if my understanding is imperfect or incomplete. I like to create mental models of the stuff I'm working on.

rotund scroll
#

I mean if you understand OOP you're more than halfway there

fleet stirrup
#

I think understanding concepts and best practices is important, because if you take the idea, for example, that Actors are equivalent to GameObjects, the way you create and use hiearchies in the World Outliner would be very different than if you used SceneComponents properly. Yes, it is possible to create deep nested hierarchical structures of Actors in Unreal, like you would in Unity. But it would seem that would be a bad idea in Unreal and wouldn't take full advantage of what Blueprints has to offer. I like practical philosophy ... not philosophy for the sake of philosophy. How you understand the world, changes the way you build in that world.

rotund scroll
#

deep hierarchies are bad not because they don't take advantage but because they aren't very cost effective

fleet stirrup
#

Tell that to a skeletal rig of most any kind πŸ™‚

dusky inlet
#

you don't construct actors in the world outliner. That's imo bad practice that unity is teaching

rotund scroll
#

@fleet stirrup a skeletal rig is pure data

#

it's more a tree than it is a hierarchy

dusky inlet
#

Unreal is much closer to common OOP. A blueprint is a class. You create a blueprint, you create a class. Inside that class, you add components. Then you create an actor, an instance from that blueprint, into the world

#

you don't do stuff like drag a mesh into the scene, then drop nested actors under the mesh actor in the world outliner to create some logic. You can do that, but it really only serves the purpose to keep relative transforms

fleet stirrup
rotund scroll
#

ideally you build hierarchies of similar classes, use interfaces where that's not possible and intersperse that with components where you need similar elements

#

@fleet stirrup it's a difference in traversal time

#

trees are very fast to traverse

fleet stirrup
#

@dusky inlet that's a good way of describing it! thanks!

rotund scroll
#

class hierarchies do not share that speed

dusky inlet
#

np

rotund scroll
#

and yes of course trees are hierarchical structures, but we were talking about class hierarchies, not all hierarchies

fleet stirrup
#

I wasn't talking about class hierarchies when discussing parenting Actors to other Actors in the World Outliner. But that's okay. We're talking about different things it seems.

rotund scroll
#

regardless, they still do not share the same speed since they're not constructed in the same way

fleet stirrup
#

I think we're talking about way different topics. It's all good. I wasn't talking about class hierarchies.

rotund scroll
#

components exist in UE4 to weigh the balance between class hierarchies and classical OOP

#

okay but understand that what you're talking about in UE4 isn't best practice

#

and I struggle to understand in which situations it would be relevant

dusky inlet
#

well yeah that's why he is trying to understand the concepts

fleet stirrup
#

World outliner hierarchies and class hierarchies are like apples and oranges.

#

@rotund scroll Yes, yes. I totally get that parenting actors to actors in a deep nested hierarchy in the World Outliner is a bad idea. That's why I wrote that long paragraph above. To parity-check my knowledge. And to understand "best practice"s as you call them.

rotund scroll
#

@dusky inlet I understand that it's a learning process, what I don't understand is bringing up examples that have nothing to do with system architecture

fleet stirrup
#

Because maybe, just maybe, there's value in understanding what you call "best practices".

#

Even if you don't understand how a system architecture is implemented.

dusky inlet
#

he was referring to bringing up skeletal rigs when that was out of place. But that discussion is unnecessary imo

rotund scroll
#

^

#

anyway if I could give you something helpful it would be to forget that the world outliner exists for the time being. it's not relevant for creating (or parenting) game logic. you're looking at some pretty standard OOP system architecture where actors are your basic go to. once your actors are working, you can place them into levels (and their respective world outliners).

fleet stirrup
#

Good advice! Thanks @rotund scroll !

plush yew
#

what changed in 4.22 or 4.20 that characters mimic what player 0 is doing? like if player 0 is idle, other blueprints characters in level will be idle

rotund scroll
#

@plush yew sounds strange, are they all the same class?

plush yew
#

character bps @rotund scroll

rotund scroll
#

@plush yew that tells me nothing

plush yew
#

@rotund scroll i mean theyre character classes

rotund scroll
#

are they the same class?

#

do they derive from the same class?

plush yew
#

yes

#

i possessed a character i had placed in a level and recorded myself playing as it with sequence recorder. Then if i go back in and play with the sequence playing, the ghost character from the recording shares my player's animation

#

if i'm running, so will the 'ghost'.

rotund scroll
#

isn't that intended behavior?

plush yew
#

no. it's sharing my animation instead of running on it's on. So when it's running and i'm idle, it appears to be moving but the animation playing is idle

#

i've placed other characters in my game world before that have shared my player animation but never fully understood what's happening there

rotund scroll
#

have you unpossessed the ghost on end?

#

like the first character

plush yew
#

shouldn't matter right? I just possessed it while recording. the recorded playback is picking up input from my player's player controller on demand instead of using what i thought would be recorded and played back by the sequence recorder

rotund scroll
#

well try it

#

assumption is the death of truth or some such baloney

plush yew
#

troubleshooting is king you're right ~_~ thanks for the lead i dont think that's it but i'll try it

rotund scroll
#

could be a bug either way if it happens between play sessions

grizzled lagoon
#

Can anyone help me understand why my World Creator heat maps are coming in without the softness to the edges? In Unreal when applying the heat map it says "The layer file appears to be a color png, grayscale is expected. The import can continue, but the result may not be what you expect..."

#

Can you export greyscale from world creator or do you have to post process in PS or something?

marsh swallow
#

Not quite sure what to do here. We have recently removed TrueSKY which is a Cpp based plugin. Upon building we are getting a TON of warnings, everything works, but i would rather not have needless warnings.

#

I have deleted all files and cleaned up any redirectors, but what is left is a reference of this.

#

Essentially is just says Code. lol. Any ideas how to make this go away

crisp knot
#

Hey, I was wondering if it's possible to have world "layers" or subworlds or something like that, so that different zones are completely distinct. Picture an instance in World of Warcraft, where things in different instances cannot interact or render over each other. The difference I want is for this to not be its own server, but instead just to be a different part of the game. Is this at all possible?

sweet relic
#

@crisp knot Check out level streaming

wheat dirge
#

little issue just popped up for me.. when i try to play test from the editor with two players, it keeps automatically switching me to the server window when im in the client window as soon as i press w to move forward. Any known reason for this?

crisp knot
#

@sweet relic Does level streaming mean things in different levels do not interact? And how does that work with multiplayer?

sweet relic
#

They will interact while loaded. You can also load levels directly. Not really sure about MP

turbid plover
#

is 4.24 really unstable or something? im having a heck of a time with it crashing doing pretty mundane things (one reliable crash i have is using a print node off of a isvalid node)

plush yew
#

Any idea why this is returning 0?

#

if I skip the clamp node I get the expected values

ancient obsidian
#

@plush yew I'd doubleclick it and quickly looked over it's source code πŸ™‚

#

I have a question of different matter. Time to release stuff!

Does anyone know how to retrieve Project Version (the one you fill in in project settings) from BP/C++? I'd like to display it on the main menu, so user can tell at glance what version of the game he's playing.
Advanced question: any way to automatically increment that number with each compilation?

turbid plover
#

@plush yew maybe try clamping -180 and 180. i think thats the range in ue4 anyway

dim plover
#

Where are those nodes connected to?

plush yew
#

print string

#

i got it figured out though something about that first makr rotator screwed it up

turbid plover
#

no one else is having serious issues with 4.24? it just crashes like crazy on me, like every 20 minutes. maybe its the new video drivers or soemthing.

#

it was fine up until a day or two ago

#

maybe the big windows update or something

plush yew
#

I had a problem but I thought it was because I formatted all my drives. I didn't have any allocated space for ram that was my problem. Maybe the update caused that, I just assumed it was my formatting. It also crashes any time I import a mesh that doesn't have materials

#

@turbid plover

grave osprey
#

Why when packaging the game. Its fail because the name of asset too long ? Wtf

swift spindle
#

enable long filename support... or make the name shorter πŸ™‚

turbid plover
#

Ok thanks @plush yew I’ll take a look. I shouldn’t be running out of ram but who knows.

rigid ocean
#

guys i got an issue, im currently making something new after watching a few tutorial, i setted up all the movement and all all good but i can't look up and down despite everything i does, i can look right and left but not help and down please help

floral aspen
#

So the only camera I got in my scene is a cine camera and when I hit play I end up outside the skysphere, falling. Any ideas?

rigid comet
#

player start?

hard lintel
#

Has anyone ever come across the issue of UE4 not saving anything but giving no reason for the error? It just says, "failed to save asset."

#

Hmmm... okay so the issue was apparently a previous instance of the UE4 process didnt fully shut down. Forcing ending all UE4 related processes and restarting fixes the problem if anyone encounters in the future.

rigid ocean
#

Anyone know how to make sprinting ? This is the last thing i want to add before moving onto world building

abstract relic
#

Merely set max walk speed

rigid ocean
#

on a button press ?

abstract relic
#

However you wish to trigger it

rigid ocean
#

i just noticed one thing, when i look up or down my speed increase or decrease until i totally stop but only when moving forward, when moving sideways its totally fine

remote roost
#

that's funny

#

just decompiled dbz kakarot and figured out it uses a store bought sky asset

normal burrow
#

Pretty normal tbh

remote roost
#

most overused sky asset i swear

#

makes every ue4 game have the same sky

#

spyro reignited trilogy and shenmue 3 use it too

rigid ocean
#

a sky is a sky

wary wave
#

It's not even that great, but it is cheap and functional

remote roost
#

yeah a sky is a sky and ultra dynamic sky in particular has a look that's very recognizable

#

just seems lazy to me when multi million dollar companies use 30$ store bought assets that make their game a bit less unique

#

Β―_(ツ)_/Β―

wary wave
#

What did you use to decompile btw?

remote roost
#

ue viewer

#

(uemodel)

wary wave
#

Figures, yeah

remote roost
#

i guess if it works it works

#

but still seems cheap

rigid ocean
#

also, i hate to do that but can anyone help me with my previous issue about my forward speed depending on how high/low i look?

remote roost
#

what are you using, third person example project?

rigid ocean
#

i did everything from scratches and its FPS

lucid swan
#

Hey, I'm having a bit of a problem that I'm not really sure on how to solve, Right now I'm using custom depth to create cell shading for sprites, but i have another post process effect that i want applied to other things, but not the whole scene, so is it possible to have multiple custom depth "layers"?

rigid ocean
#

i just got the movement in and looking around

grim juniper
#

That sky just had an update to support the sky atmosphere from 4.24 and it's looking better now

remote roost
#

@rigid ocean we'd have to see your movement code to determine where the issue is

#

i'd assume you're projecting the z-axis into the move direction somehow

rigid ocean
#

using blueprint so its the basic stuff

#

what do you need to see exactly ? The blueprints ?

remote roost
#

to determine where the issue is yeah

rigid ocean
remote roost
#

break the vector and only use the x and y floats for each

rigid ocean
#

so i remove the vector in green ? (sorry if i don't get what you mean, i have less then 2 day of experience)

remote roost
#

right click the vector and break it

lucid swan
#

drag it out, then right click and search for break

remote roost
#

the forward and right ones

#

@lucid swan or do that but it's less clean imo

lucid swan
#

or just break it on the point as Ryan is saying yeah

#

cleaner

remote roost
#

and then right click and break the vectors on the add movement input nodes as well

rigid ocean
#

so, i right clock on the vectors (get forward/right vector) and do "break links" right ?

remote roost
#

yes

rigid ocean
#

ok done but i can't move now

remote roost
#

show me your blueprint

#

same area again

rigid ocean
remote roost
#

right click the return values and break them

lucid swan
#

aaah

#

its not called break

#

its called Split pins

remote roost
#

o

lucid swan
#

i just checked haha

rigid ocean
#

i don't see it when i right click

lucid swan
#

Split pins?

remote roost
#

split pins

#

i was thinking of the break node which does the same thing

rigid ocean
#

yeah i don't see split pins

remote roost
rigid ocean
#

yup got it, what now ?

remote roost
#

split the movement input pins and plug the x and y values from the vector into there

brave widget
#

Might have been thinking of "Break Struct" because that does exist

lucid swan
#

Yea probably

remote roost
rigid ocean
#

like i redo the links that i previously had but link the X for one and Y for the other ,

brave widget
#

Its ok, I would have mixed it up too πŸ˜›

rigid ocean
#

oh thanks

remote roost
#

(ignore the make vector thing just pretend thats your up vector and right vector)

lucid swan
#

but a vector is just a struct anyway so it i guess that's where they get the naming from

rigid ocean
#

aaaaand not working

#

if i try to compile it without the camera plugged to the vector it give an error and if i does my issue stay the same, the hell

remote roost
#

show me your blueprint again you did something wrong

#

the camera needs to be plugged into those

rigid ocean
remote roost
#

πŸ‘

rigid ocean
#

the issue is still there somehow, i don't get why

lucid swan
#

what is the issue exactly?

remote roost
#

it's moving faster/slower depending on camera position

lucid swan
#

oh

remote roost
#

let me take a look i'll recreate that

lucid swan
#

isnt that because the get foward vector is getting where the camera is looking

#

so if he looks up the vector becomes short or longer

rigid ocean
#

the thing is it only affect my forward/backward movement

#

the sideway are fine

lucid swan
#

actually no i guess thats why you removed z

remote roost
#

yeah

#

i'll try to see why that's happening i don't do first person stuff that much tho

rigid ocean
#

all good, i appreciate a lot the help you are already providing

remote roost
#

lol

#

yeah that occurs even in the first person template

#

wonder why that is

rigid ocean
#

wait really ?

remote roost
#

yeah

rigid ocean
#

Wow.... now i suppose i can only pray to the gods of programming

remote roost
#

i know how to fix it

normal burrow
#

They prefer more than prayer

remote roost
#

just wait i'll send you a picture

rigid ocean
#

ok

#

ping me when you do send it

lucid swan
#

Does anyone know if it is possible to have several custom depth layers so i can apply different post effects to different things in the scene?

brave widget
#

I believe there is only one. But if I'm wrong, I'd like to know because it'd be very useful πŸ€”

lucid swan
#

Damn, thats a big bummer if thats the case

brave widget
#

I agree cause then there is a couple things where you either get to do one or the other, but you can't have both. Unless I'm misunderstanding something with depth layers. But I'm not really at the point to worry to much about it yet

cloud cobalt
#

@lucid swan Stencil allows for exactly that

lucid swan
#

Ive been looking into that, and that was what i was thinking, but i have no clue on how to use them

cloud cobalt
#

You basically write a 0-255 value in stencil and read that value in PP material

lucid swan
#

then use that as a mask?

cloud cobalt
#

You can use it however you'd like in the material

#

For example code different types of objects with different values and then read that in PP mat

lucid swan
#

hm, alright thanks, ill give it a go

remote roost
#

@rigid ocean

rigid ocean
#

so if i do this for the movement forward it will fix my issue ? I suppose i should do this for both of them

remote roost
#

not needed for the side to side

#

don't know why the default template uses forward rotation as it doesn't work well in this situation

rigid ocean
#

thanks, i'll try to remember that, in fact, i'll even pin that image in my own discord just in case

#

i really appreciate the help ^^

remote roost
rigid ocean
#

after this is fixed back to tutorial on how to build a world

remote roost
#

what tutorial are you doing?

rigid ocean
#

Here we introduce ourselves to the Unreal Engine 4 landscape tool which allows us to create beautiful open world terrains. We cover the settings and parameters we'll use to create the initial terrain.

Download Unreal Engine 4: https://www.unrealengine.com/download

β™₯ Subsc...

β–Ά Play video
#

This one

#

i won't build on a full word but i'll use it to create something smaller

#

currently trying to make an exploration game so its simple and all

remote tide
#

Is 4.24.1 a thing? I cant find a place to download it anywhere

cloud cobalt
#

If you installed 4.24, you should have an "update" option

#

If you didn't, installing 4.24 will install 4.24.1

remote tide
#

Ah, I'm blind. Thank you

lucid swan
#

Thanks stranger, it works great!

mellow sorrel
#

Hi, I accidently blocked swarm from running on my PC, does anyone know the name / location of the binary so I can unblock it

fallen marten
#

Just search for swarm in the windows search bar

mellow sorrel
#

Thanks @fallen marten I found it in the "Binaries\DotNET" Folder

#

FYI for anyone else that has this issue- The Error I was getting was
"""Error, fatal in BeginJobSpecification
Error, fatal in EndJobSpecification
LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed. Swarm failed to kick off. Compile Unreal Lightmass.
DumpUnbuiltLightIteractions
Lights with unbuilt interactions"""

The Key point is Compile Unreal Lightmass.
So compiling that program again using development editor settings fixed it
See here https://forums.unrealengine.com/development-discussion/rendering/121445-how-to-compile-lightmass

worldly mason
#

i get an error when i build the lights

#

nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
D3D12
D3D12
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll```
rotund scroll
#

not an expert, but something with your GI? is nvwgf2umx the name of an object?

worldly mason
#

from which?

#

i build the lights from the lvel

rotund scroll
#

try and see if you get the same issue if you build an empty map

worldly mason
#

yes i get the same issue

rotund scroll
#

tbh I would try verifying and or reinstalling the engine then

scenic gale
#

is there a detailed changelist or roadmap of whats to come for unreal except the trello?

worldly mason
rotund scroll
#

shouldn't matter

#

UE will work on both

serene birch
#

I'd stick with the Studio Driver if it's to work on gamedev but only because, heck NVidia made the effort to make those, they have to be useful right? right?

scenic gale
#

like, when (or if) is 4.24.2 coming, and what will be included?

somber quail
#

Hopefully only a couple weeks. You can use the issue tracker to checker and GitHub to check what could be coming in 4.24.2. The only thing I can say for certainty is billinear filtering of the camera feed for ARCore.

manic pawn
#

use the game ready driver

#

unreal is basically a game

somber quail
#

No, use the Studio Driver. It's specifically geared towards supporting software like UE4.

cloud cobalt
#

I wouldn't be so sure about that

manic pawn
#

for quite a while that driver didn't actually work with unreal rtx for example

cloud cobalt
#

Studio drivers are just more stable

brave gate
#

I wonder if "studio driver" is just regular driver without all the game-specific hacks i.e. "if (game == GTA 5) do { use GTA 5 optimizations}" and that's more stable and faster for non-gaming πŸ˜‰

exotic thicket
#

^ I wonder if those are actually why the drivers seem so freaking huge these days πŸ€”

manic pawn
#

half of it are probably massive DLSS definitions

somber quail
#

^ Does each game need a specific model trained for DLSS to work properly? I assumed DLSS was a global solution

cloud cobalt
#

Yes, each game needs a profile

#

Part of why the tech probably won't last much imho

normal burrow
#

To add dlss to your game: send game to nvidia

cloud cobalt
#

Same process as "add SLI support"

normal burrow
#

Lol

cloud cobalt
#

I honestly believe nvidia keeps doing this in the hope that spending time for nvidia-specific support becomes a normal thing for developers

normal burrow
#

RTX is a bit of a joke imo

#

More or less, what you said

rotund scroll
#

so I'm still not on an RTX card, can anyone explain this malarkey to me?

exotic thicket
#

I dunno really about the usefulness of RTX but at least it got everyone talking about realtime raytracing

cloud cobalt
#

Well at least DXR is a standard, RTX being nvidia's brand for GPUs implementing DXR

exotic thicket
#

which seems like a good thing to me in terms of future of realtime rendering

cloud cobalt
#

It's not nearly as groundbreaking as people take it to be, but it's a useful tool for parts of the rendering

honest vale
#

RTX AI when?

#

(or rather: DXR)

cloud cobalt
#

DXR sound is a thing that is happening

exotic thicket
#

You mean Nvidia GameBrain DX

#

gotta have that snazzy marketing name

cloud cobalt
#

The limited capabilities of current implementations make sound a very nice candidate for it

exotic thicket
#

Didn't Aureal do that in the 90s already πŸ€”

#

...okay maybe not really to that degree

normal burrow
#

Cards aren’t yet powerful enough to use it without dlss

#

And even then it’s still noisy

worldly mason
#

reinstalling unreal engine does not change the error