#ue4-general
1 messages Β· Page 632 of 1
which is easier, blueprints or c++, or theres no such thing as which is easier and its all about which ur comfortable with?
they are two sides of the same coin.
yeah it probably largely just depends on what approach you prefer
I come from a programming background but I still kinda like using BP's :)
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
blueprints follow a similar logic as far as I'm aware, yes
sure
you just use them, nothing more to it really
you can create some aspects your your game in C++, use blueprints for others
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
Can anyone with rtx 2060 use raytracing without crashing?
I cant seem to make it work
@heady moon : Blueprints are simpler for easier tasks, C++ is often necessary for very advanced work
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
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.
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?
@exotic cave oh ok thanks
If you learn to use both you can get very powerful π
When you use Blueprints that call custom C++ functions I understand the sky is the limit
I'm 40 and getting my butt kicked by guys less than half my age, get used to it π
It's good for the soul.
You are very lucky π
I wish I'd started UE at 15
15 is good, you won't have to spend half your wake hours working so you can instead make more games
lol
Does anyone know a potential fix for that question?
@exotic cave dam i never talked with a 40 year old O_O
except my parents
and their friends
like online
I started C++ around 15-16 myself :> Unreal 1 had just come out
oh
@brisk girder : I haven't worked with UE navmeshes yet, sorry π¦
Refugee from Unity here
L0l
Poo. Thanks for taking a look
one of my internet friends is over 60 :) he's pretty cool though
I'm not 60
I'm 32
lol
It's good π No rules against teenagers making games
The only thing I mind is typing 60 text messages for 60 characters π
Tim Sweeney (founder of Epic) started learning to code online at 11, according to his Wikipedia article.
I'm pretty sure he's pro-student development π
I think I started around 11 or 12, I had one of those "Learn C in 30 days" books
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
Anyone done any landscape automaterial work?
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? π€
@pale osprey it's bugged, already fixed for 4.25
This room has no lights in it, why is it light when I play it?
Assertion failed: Texture->AddElement(PendingGroup) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\LightMap.cpp] [Line: 2124]
halp
lighting build on a level crashes ue4
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
anyone know the formula to translate from world space rotation to bone space?
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?
@crude robin float values are percentages, so if 1.0 is 100, 0.5 is 50, and 0.05 is 5
ah ok. thanks for that cheers.
Wwise vs FMOD for YE4?
how can I fix this? Ive just exported mannequin replaced mesh and rigged then export again in blender
Armature needs to be named root
@rotund scroll in ue4 theres USkinnedMeshComponent::TransformToBoneSpace, for the actual formula im pretty sure its just the two rotations multiplied
@digital anchor so it's not possible in BP? I'm having some trouble having my character adjust head rotation
e.g. look at rotation doesn't actually care which direction pawn is moving in?
its available in blueprint, just drag from a skeletal mesh
Would only work after anim graph runs
@normal burrow I am transforming the head bone rotation in anim graph
Yeah, you can treat world->bone as completely unknown before hand
what do you mean? that it doesn't matter?
neck isn't moving beyond the first activation, even though I am doing the lookAt on anim tick
yes
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
there isn't
If itβs completely stable it may work
Component space would be ideal for look at
in either case I can't get the LookAt to work
doesn't work in any of the spaces
apart from the initial activation
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?
@normal burrow its already named that
Did you rename any bones?
Remove the sample parent
Select root armature and the mesh then export. Turn off leaf bones and turn on selection only
seem to work
Woo
Yeah you got some verts with too many bone influencers
Could quantitize weights or w/e in blender but may not need it
@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
Would just look at using world space to begin with
Then you need to adjust the axes it looks out of
I get the issue but in using the FindLookAtRotation node there isn't any option to change sign or axis
βLook atβ anim graph node takes a position
I see
Thereβs 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
I was using bone transform
thx p@t it worked
howdy
does anyone know why this fine piece of BP doesn't always work?
it works well 90% of the time... and sometimes it triggers 1 or 2 extra damages
Maybe because Ouch is false after the delay?
If the Overlap ends before the delay finishes, it would be false.
so it keeps on dealing damage
IF
but while it overlaps, it keeps damaging
the problem is that once the overlap ENDS......
it can keep damaging a few more times
no matter what short delay I use
I tried 0.1 0.01 0.2 0.5
what am I missing?..
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.
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
when you stop overlapping you kill the timer and reset your bool back to false and done
ok.. thx. but is there any reason this delay method fails?
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
well how do you know it's failing?
do you print out when you enter and leave the overlap?
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.
can it maybe just fail in editor?...
Maybe your component overlaps are weirdly set up.
it's a very simple piece of code tho
Sometimes some combination of components that are set to overlap each other can be wonky.
I'm overlapping between a capsule for the player, and a MESH.... for the damage dealer
the mesh is set to overlap the Player only
and I'm checking Tag
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
ok, thanks!
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?
the Player is tagged Player
and it is the only obejct with that tag, in the world
what does Fcx Player do?
and I can see the fail visibly, it's obvsious, not subtle
Fcx just checks for player tag
and it returns the player or nothing?
I just ask as I don't see an actual fail code there
Oh, it's possible that your function returns wonky bools.
that is the function right there
You need to explicitly use the return node.
Otherwise it will return wonky shit.
what do you mean?
fuuunky
Let's say your IsValid fails, or your has branch fails, you never explicitly returned anything.
I used to do this kind of check by duplicating code instead of encapsulating in a function
So your function could return true, or it could return false.
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?
yes, but if it returns false... nothing should happen
well first its bad coding ,every execute should have something attached to it for sanity purpose. ignoring that
also, the exit overlap is supposed to change the Ouch bool
your overlap starts, you call your function and it returns an object
your object can be the player or.... what?
ok but how do I tell it Or What?
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
functions only have 1 exit
Right click, type return node.
ignoring that if your goal is to just check "Is player?" why not return true or false
I can have 2 returns??
You can have multiple return nodes, yeah.
And I guess multiple returns anyway.
And by the way, more specifically, if you don't return something, it will return the last returned value.
how can I have 2 returns... yet only 1 exit
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
in fact, with functions, it's even more foncusing, since I can have no returns at all
confusing *
haha
functions or events?
functions...
functions have returns, events do not
I have no idea what to put in the second return
yes they do, but they don't need them....
I don't understand this
yep thats the problem your logical return is a null object but that is not what you want
most of my functions don't ahve returns, they work like events
and when I do use a return.. I kinda panic
π
change your return type to a boolean and return back the actor has tag result
then you can branch after you check in your overlap and do something or nothing
your basically going "hey are you the player? if so return the same object I just passed in else return something random"
thats your code right now
remove the branch, replace it with the return node itself
oh shit... the duplicated branch..... acts as a identical copy
function in -> is valid? if so does it have the tag player? return that result
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
True
I'm lost
I don't understand programming words.....
π
I understand visuals....
I removed the branching..
thanks, @grim ore
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
ok so.. functions can have only 1 return / exit.
whaaaaaaaaaaaaaat..... O o
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
@copper flicker yes you can have only 1 return AT THE SAME TIME ... Cause return .. means u exit the function
ok, but I need the Player value being returned
because that's one of the reasons I made this function
why are all my grids like this? (4.24.1)
I'm not using it here, but I do use it in other places
your taking it in from the previous node, you can re use it again
if you arent altering it in here don't return the same item that's weird
grey with green/red lines going all the way through them
plus you can turn this into a pure node now
hmm.. I don't understand this.. sorry O o
your example
I will try to do that, and see what it does
but it makes no sense
if you check the pure option in the function details you can turn it into this
yes, but the result of this is a Bool
if you want to return your object you pass in that is fine, just saying it's passing around something that you dont need
branch
lol
what about this//
I mean.. ActorHasTag is already a thing
I don't need a pure function
I know it is but your the one who wants to recreate it for some reason
I don't want to...
so what was the point of the function?
I want to simplify a netweork of a few things, like valiudate and tag
seems like just making sure your validate was in there before the check
which is fine, good use for a function to replace repeated code
yeah, I have tons of these checks, I thought of cleaning up code
now I'm confused.. I started replacing code with this function already
and it seems to work
then gg
I don't understand why you need a second return
with a null
when a null is the absence of a.. result...>
?
if the function fails it returns a null anyway?...
and I wanted to remove the extra branching outside the function..
what if....
but again, this makes no sense to me
seems to work tho... O o..... at least until I discover it doesn't ...
@normal burrow got the LookAt to work, but it doesn't seem like it respects the clamp?
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
@light vigil make a collision extend out of the screen and block the camera with that
only block the camera though
and you may need to pad it
So frustrating 4.24.1 so stopped working on it. Frequently crashing with D3D device being lost INTERNAL_ERROR.
First time experiencing this much frequent crash. 4.24.1 won't even last 5 minutes working in Blueprints.
Trying to apply textures to a model but they just turn out grey and black
had wrong uv map turned on
Ouch
Ouch
without setting the Player var, I had other objects becoming Player...
is currently ouch?
and was sending damage to them instead
why?...
because then you don't need tags
the problem had nothing to do with casting, and yes, I have to use tags
my player is made of multiple obejcts
if you cast other actor to the player class, you avoid all other actors getting damaged
yeah but your player is still a single class
that delay loop.. also scary.
π
and you should use a timer instead of that delay loop
delay isn't the issue
think about being hurt multiple times
the issue is the loop
those delays will stack upon eachother
use an event timer instead
they are very short delays
0.2 sec
I prefer to use delays simply cuz of infinitely simpler code
unless I get in trouble....
π
it's not simpler and as @normal burrow mentioned, you will have issues with your code
damage will be doubled.
yes, I got in trouble, I troubleshooted my troubles...
so it's not really about preference, it's about having code that actually does what you want it to do
yeah but the delays stack individually
yes, I know
what if someone exits and enters vm
so every delay you double the damage
so yeah.. maybe if the loop was 5 seconds long....
it means the damage gets exponentially higher
so it should loop on timer
nah vm
you can cancel it
if I trigger it multiple times
timer is the best way
code is more readable for future you and others
I haven't used timers much, and it's because they look unreadable...
delays are super easy
π
well, they make sense to me at least
so long as you get whats goin gon
A good example of bad programming practice π
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
lol yeah High Tide
haha ok, thanks for telling me, I do appreciate it
I will probably start using timers one day...
if overlap glitches, delay can stack many times
hmm... yeah, that sounds scary
entire server right now: Don't do it VM
instead of looking a gift horse in the mouth maybe you should consider that advice from people here comes from a place of experience
well, I would have to rethink my entire game, which is impossible
never rely on programming-anything doing something clean for you π
you wouldn't
well, I use delays heavily
you literally just change your delay into a custom event
and then connect a set timer by event node to it
and I even used them as timers
yeah, or use CreateEvent to call that event
And then that way you don't have to drag wires everywhere
so far I haven't had any major issues.....
that's a terrible argument
but for my next game, I will consider π
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
I give up
yes, I understand.. it's safer
don't schedule improvement for the next game, just use new things you learned when you work on the next script
it's also a lot more complicated and hard to understand. so.. that's time and frustration, and needing to redesign hundreds of BPs
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 π
π
that's the trick - don't "redesign" all at once
happy new year to y'all
2020
no, no Steam sale yet, there's no new lunar year yet π
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
Gotta adapt. at least check if ouch is false before setting it true and starting that loop @copper flicker
I am...
not in what you posted
my BP is hecking for Ouch every loops
loop
yes, in what I've posted....
check for ouch, apply damage, delay
you would stop multiple delay loops from happening
what multiple delay loops?...
this is the part we're trying to inform you of
It will always start a new loop when entering the volume
when that exec runs
hahaha what?........
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
no they don't
You want to check that you are not already ouching
only the Player can
test it
uhm, what do u mean
I have multiple objects overlapping the damage dealer
and only the player gets damage
seems to be stable now....
Make two damage dealer in the scene
yeah or enter and exit enter the overlap twice within .2 seconds (it'd damage twice as fast)
And have fun
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
π
Theyβll figure it out one day Pat. π
Yeah I, dunno if i can explain it any better
yes, now you will only have one delay loop going
yeah I see... but in my case it's an extra precaution, not necessary
it will still technically break with multiple players
if it was bullets, yes
lmao
I don't have multiple players
Lol
but the one player wont get double damage at least
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.
@copper flicker - as a general bit of BP advice, don't use delays
That's a bit vague of a question because there are many kinds of RPGs
it just encourages bad programming practices that cause the exact kind of issues you just created
hm... third person, focused on fighting with the style of black desert online
@normal burrow did you have an idea of how to make the clamp work on the LookAt bone node?
hmm i can't remember
clamping may be difficult to do if its not an option on the node?
likely a degree cone
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
what about 5
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?
its like the the angle outwards
so 180 would be no clap
cause it can move -180 or +180
complete guess. not sure
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
maybe lower alpha/influence is what you want?
I use alpha already as a bool
but yeah I guess I could repurpose the dot as the alpha
yeah so dot((actor.location - target.location).normalized, actor.forwardvector) > 0
min(1,3*dot((actor.location - target.location).normalized, actor.forwardvector))
may give you better results
unless you don't want full look ever
oh because the value is so tiny?
ah well, it wont be 1.0 unless your fully aligned
min(1,3*x) just means 2/3s is 1.0
yeah okay so it's more to curve the value a bit
yes
gotcha
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
acos essentially creates a cone then?
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
of course
it'd be the cosine of the angle between the vectors in a cross product
er around the cross product vector of them
makes sense
This scene in which this screenshot was taken is a sealed room, with no lights in it, why is it not dark?
do you have tonemapping on?
ummm... I dont know?
if you exit the room near a light source, does it appear dark?
hm
it works even without the cone, the min value was a good call, thanks pat
Heres the view just outside the door
what is your ambient light color in world settings?
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
actor interface to return component is fine
yeah that's pretty much the solution I came to :)
@normal burrow it doesnt seem to have one -- i cant find a setting in world seeintgs for ambient light color
much easier than having to build some kind of horrible kludge to fake event listeners thru an interface lol
search for light in the top right of your world outliner, do you have a sky light?
@plush yew
mine is the same as yours
check what matheww said then
@grim ore
sorry -- hold on
theres what I get when I search for Light in the world outliner
the world outliner search is at the top
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
nope, dont have one of those
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
im gonna sound like a dummy here -- where in the top left?
ive been rebuilding lighting
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
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,
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
d
Does anyone know if theres a way to change the GameServerQueryPort for a packaged game?
is there something wrong with shader compiling in 4.24.1?, shader compiling is x3 than 4.23
it's pretty instant for me, what cpu?
Moar shadorz
ahh, shadorz
Yas. If no shadorz fast compile if have shadorz slow compile.
Is it really instantaneous ?
yas compilede shadoraz
hey, how long is normal project loading times when opening a completely fresh project with nothing in it?
its like .1 second for mat editor apply changes
I need new CPU
my cpu is at 100% load for 15 minutes when im loading a new project
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
yea probably
This thing is stupid af
Like itβs 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 thereβs everything but the things I need
What are you trying to learn?
Sometimes you have to figure things out yourself. Gamedev is hard.
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―_(γ)_/Β―
Is there any templates of a 2d battle system like in Into The Spire?
Probably at least one on the Market Place.
Might have to get a tutor.
break things into parts and progress slowly
No ones gonna tutor me
A good start would be to ask here
break what you want to do into the smallest parts, follow tutorials related to it, apply what you learn to make what you want.
If you pay enough, you'll find a tutor.
Iβm not gonna waste money a freaking tutor
yeah you just sound so... read your texts
Yeah behaving like an ass is a good way to make sure nobody is gonna want to help you :D
No help how the hell did everyone else learn
There's Udemy and the Unreal Learning tab.
Nobody wants to help even if Iβm being a humble child
back in my day, Youtube wasn't even a thing - it was largely trial, error and patience
So thatβs not gonna help
unfortunately, I suspect patience is still the key in 2020
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.
Patients is not gonna help me understand
practice, learn, practice.
lol
I watched a 4 our freaking video about ue4 and got nowhere
It was all just landscape
try relaxing a bit
by now I have watched thousands of hours worth
if you don't have the patience to learn, you might as well give up now
and still learning stuff
Key word learning
Are you still trying to do the attachment thing you asked about before?
Not be these videos aint done shit for me
No
I donβt 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 doesnβt help with anything
may have helped them understand the problem
k, lets all move on and think positive thoughts
Well there are people here I'm sure who are willing to help but you have to work with them
I keep asking stupid questions and they seem to be answering them Β―_(γ)_/Β―
Because I describe my problem instead of going on a rant about my frustration :)
Iβm resorting to violence because being nice and kind ainβt doing shit
Donβt π± me
How YouTube how do I make a sword and make the actions for using it
YouTube: oh hereβs a long list of videos telling you how to put the sword in a hand and others about other peoples games and not tutorials
You usually won't find anything that specific unfortunately
Hey how do I switch weapons or use a shield
YouTube: hereβs a list of things of other peopleβs games
I'm actually doing that exact same thing right now.
It has to be more general along the lines of player items or player actions or something
Hey internet how do I do this
Internet: here, hereβs a bunch of stuff that you can buy
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
Yea I wanna stab an enemy with a gun
I feel like your about to tell me to stop doing whatever
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
I mean, thats basically what he's looking for so someone was going to say it π
Have you tried searching "Melee Combat Tutorial UE4" / "UE4 Combat Tutorial" / "Inventory Tutorial UE4" ? @humble oyster
Funny story I actually search that exact thing up
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
Bold of you to assume I have money like yβall
dcs for instance was free
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
yes true
@humble oyster If you are looking for something to do with combat you could try looking at this: https://assets.ctfassets.net/y4twieuxp19i/2wqlZuwkIgg86cCckQcQYY/25e752b714b77289fa2262400a3c99db/Paper.pdf
That should give you a basic starting point for melee combat
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
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
Can't you force place it into a (any) project?
Like there's a checkbox to show all.
Unless you can download it into your vault another way and then copy it to your project
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?
@south abyss you need install the launcher version of the engine and copy it from that
Thats what I'm doing. I asked if i can assume i'll only create a pluguin
Ya it should be a plugin.
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!)
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
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
It was pat, not me π
@rotund scroll all good stuff! But gotta learn to walk first before I run π
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
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?
I mean both unity and unreal use ECS
no Unreal doesnt use ECS (at least not anywhere at general user level)
what you can do in the outliner in unity generally falls under ECS
As far as I understand Unity ECS is quite a different approach to how Unity has been used in the previous decade.
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
regardless it houses many similarities
yup
the point is that knowing the architectural patterns quickly shows the similarities between both engines
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
How powerful is Unity's ECS thing? Just wondering how it compares to UE in general.
the rest will be quickly understood just working with it instead of pondering
@dim plover I'd wager it's the same
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
agreed, there's no point spending time theorizing what is and isn't
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.
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
Alright, I didn't really know what it was or what exactly it was supposed to do.
all it does is prepare you for data driven designs
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.
it's a pattern vs a paradigm
really ECS is just another way of doing dependency injection
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
anyway @fleet stirrup just start making something, you'll come to understand it much easier that way
a "Gravity System" would collect all entites that had a "Position" and a "Mesh" and then you'd do gravity calculations
for example
@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.
I mean if you understand OOP you're more than halfway there
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.
deep hierarchies are bad not because they don't take advantage but because they aren't very cost effective
Tell that to a skeletal rig of most any kind π
you don't construct actors in the world outliner. That's imo bad practice that unity is teaching
@fleet stirrup a skeletal rig is pure data
it's more a tree than it is a hierarchy
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
@rotund scroll I'm not sure I understand the semantic differences of trees and hierarchies when it comes to skeletal rigs. Regardless of whether skeletal rigs are in the hierarchy editor in Unity or the skeleton tree in Unreal, these are both trees and hierarchies as far I can understand them: https://docs.unrealengine.com/en-US/Engine/Animation/Persona/SkeletonTree/index.html
User guide for the Skeleton Tree inside the Skeleton Editor.
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
@dusky inlet that's a good way of describing it! thanks!
class hierarchies do not share that speed
np
and yes of course trees are hierarchical structures, but we were talking about class hierarchies, not all hierarchies
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.
regardless, they still do not share the same speed since they're not constructed in the same way
I think we're talking about way different topics. It's all good. I wasn't talking about class hierarchies.
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
well yeah that's why he is trying to understand the concepts
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.
@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
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.
he was referring to bringing up skeletal rigs when that was out of place. But that discussion is unnecessary imo
^
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).
Good advice! Thanks @rotund scroll !
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
@plush yew sounds strange, are they all the same class?
character bps @rotund scroll
@plush yew that tells me nothing
@rotund scroll i mean theyre character classes
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'.
isn't that intended behavior?
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
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
troubleshooting is king you're right ~_~ thanks for the lead i dont think that's it but i'll try it
could be a bug either way if it happens between play sessions
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?
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
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?
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?
@sweet relic Does level streaming mean things in different levels do not interact? And how does that work with multiplayer?
They will interact while loaded. You can also load levels directly. Not really sure about MP
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)
Any idea why this is returning 0?
if I skip the clamp node I get the expected values
@plush yew I'd doubleclick it and quickly looked over it's source code π
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?
@plush yew maybe try clamping -180 and 180. i think thats the range in ue4 anyway
Where are those nodes connected to?
print string
i got it figured out though something about that first makr rotator screwed it up
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
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
Why when packaging the game. Its fail because the name of asset too long ? Wtf
enable long filename support... or make the name shorter π
Ok thanks @plush yew Iβll take a look. I shouldnβt be running out of ram but who knows.
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
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?
player start?
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.
Anyone know how to make sprinting ? This is the last thing i want to add before moving onto world building
Merely set max walk speed
on a button press ?
However you wish to trigger it
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
that's funny
just decompiled dbz kakarot and figured out it uses a store bought sky asset
Pretty normal tbh
most overused sky asset i swear
makes every ue4 game have the same sky
spyro reignited trilogy and shenmue 3 use it too
a sky is a sky
It's not even that great, but it is cheap and functional
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―_(γ)_/Β―
What did you use to decompile btw?
Figures, yeah
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?
what are you using, third person example project?
i did everything from scratches and its FPS
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"?
i just got the movement in and looking around
That sky just had an update to support the sky atmosphere from 4.24 and it's looking better now
@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
using blueprint so its the basic stuff
what do you need to see exactly ? The blueprints ?
to determine where the issue is yeah
This is the movement stuff
break the vector and only use the x and y floats for each
so i remove the vector in green ? (sorry if i don't get what you mean, i have less then 2 day of experience)
right click the vector and break it
drag it out, then right click and search for break
and then right click and break the vectors on the add movement input nodes as well
so, i right clock on the vectors (get forward/right vector) and do "break links" right ?
yes
ok done but i can't move now
i feel like im missing something thats obvious in what you say like an idiot
right click the return values and break them
o
i just checked haha
i don't see it when i right click
Split pins?
yeah i don't see split pins
yup got it, what now ?
split the movement input pins and plug the x and y values from the vector into there
Might have been thinking of "Break Struct" because that does exist
Yea probably
like i redo the links that i previously had but link the X for one and Y for the other ,
Its ok, I would have mixed it up too π
oh thanks
(ignore the make vector thing just pretend thats your up vector and right vector)
though this def exist:
but a vector is just a struct anyway so it i guess that's where they get the naming from
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
show me your blueprint again you did something wrong
the camera needs to be plugged into those
I feel like a complete idiot right now, thanks for helping me
π
the issue is still there somehow, i don't get why
what is the issue exactly?
it's moving faster/slower depending on camera position
oh
let me take a look i'll recreate that
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
actually no i guess thats why you removed z
yeah
i'll try to see why that's happening i don't do first person stuff that much tho
all good, i appreciate a lot the help you are already providing
wait really ?
yeah
Wow.... now i suppose i can only pray to the gods of programming
i know how to fix it
They prefer more than prayer
just wait i'll send you a picture
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?
I believe there is only one. But if I'm wrong, I'd like to know because it'd be very useful π€
Damn, thats a big bummer if thats the case
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
@lucid swan Stencil allows for exactly that
Ive been looking into that, and that was what i was thinking, but i have no clue on how to use them
You basically write a 0-255 value in stencil and read that value in PP material
then use that as a mask?
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
hm, alright thanks, ill give it a go
so if i do this for the movement forward it will fix my issue ? I suppose i should do this for both of them
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
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 ^^

after this is fixed back to tutorial on how to build a world
what tutorial are you doing?
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...
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
Is 4.24.1 a thing? I cant find a place to download it anywhere
If you installed 4.24, you should have an "update" option
If you didn't, installing 4.24 will install 4.24.1
Ah, I'm blind. Thank you
Thanks stranger, it works great!
Hi, I accidently blocked swarm from running on my PC, does anyone know the name / location of the binary so I can unblock it
Just search for swarm in the windows search bar
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
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
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```
not an expert, but something with your GI? is nvwgf2umx the name of an object?
try and see if you get the same issue if you build an empty map
tbh I would try verifying and or reinstalling the engine then
is there a detailed changelist or roadmap of whats to come for unreal except the trello?
btw: which driver should i use?
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?
like, when (or if) is 4.24.2 coming, and what will be included?
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.
No, use the Studio Driver. It's specifically geared towards supporting software like UE4.
I wouldn't be so sure about that
for quite a while that driver didn't actually work with unreal rtx for example
Studio drivers are just more stable
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 π
^ I wonder if those are actually why the drivers seem so freaking huge these days π€
half of it are probably massive DLSS definitions
^ Does each game need a specific model trained for DLSS to work properly? I assumed DLSS was a global solution
To add dlss to your game: send game to nvidia
Same process as "add SLI support"
Lol
I honestly believe nvidia keeps doing this in the hope that spending time for nvidia-specific support becomes a normal thing for developers
so I'm still not on an RTX card, can anyone explain this malarkey to me?
I dunno really about the usefulness of RTX but at least it got everyone talking about realtime raytracing
Well at least DXR is a standard, RTX being nvidia's brand for GPUs implementing DXR
which seems like a good thing to me in terms of future of realtime rendering
It's not nearly as groundbreaking as people take it to be, but it's a useful tool for parts of the rendering
DXR sound is a thing that is happening
The limited capabilities of current implementations make sound a very nice candidate for it
Didn't Aureal do that in the 90s already π€
...okay maybe not really to that degree
Cards arenβt yet powerful enough to use it without dlss
And even then itβs still noisy
reinstalling unreal engine does not change the error