#ue4-general

1 messages ยท Page 635 of 1

ancient otter
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hey guys

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is there a material node that inverts something?

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so if the input is 1 then its -1

exotic thicket
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multiply by -1

ancient otter
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makes sense

rancid lynx
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also known as 1- node

ancient otter
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OneMinus of 0.4 is 0.6

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it says that in the wiki

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im trash at math but im pretty sure the oposite of 0.4 is -0.4

rancid lynx
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oh wow. 1- works in materials, but i cant find it in blueprints.

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it might be a material only option

ancient otter
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its for materials

fading walrus
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Does anyone know anything about creating an AI in UE 4? ._.

rancid lynx
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i just manually blueprint "add impulse" to my "dumb ai"

fading walrus
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i use blueprint as well

rancid lynx
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"look at target" and "add impulse" but thats a terrible way to do it probably.

exotic thicket
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There is a decent behavior tree quick start guide in the documentation which seems to go into basic AI

rancid lynx
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those tutorials AI are much much smarter than mine also.

fading walrus
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well when my AI collides with other AI's or objects it breaks

ancient otter
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can you help me real quick?

rancid lynx
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do behavior trees all require navmesh ? i hate the idea of spamming navmesh all over the place

ancient otter
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displacement add in -10 does something and its the opposite of 10 wich is the value i have

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but then if i just put the multiply to the add it does nothing

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im confused

rancid lynx
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try the 1- after the multiply node

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feed the left node into the 1-

ancient otter
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what do you mean

rancid lynx
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make a new empty 1- node. it will have a left input

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dont use the multiply

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im really not sure. but that worked for me.

ancient otter
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make a new empty 1- node dont know what that means

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do you mean like one minus?

rancid lynx
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your 1- looks different than mine

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i didnt use a multiply node. thats why 1- does.

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this 1- node inverts the fresnal direction

ancient otter
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oh yeah ok

rancid lynx
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thats the limits of what i know. i barely made it that far.

ancient otter
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thanks

fading walrus
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could someone help with my AI?

ancient otter
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im pretty sure there must be some videos on youtube

fading walrus
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as far as i seen, none that help with them colliding ._.

tawdry heath
plush yew
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theres a long live in unreal yt channel about ui

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watch it

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depends on how ure rotating ur character

halcyon flame
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does anyone know much about the replay system? I want to make ghosts for a racing game and I'm wondering if they can leverage the built in replay functionality

tawdry heath
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I use a blendspace

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where should I be looking? the blueprint of blendspace of both?

tough marsh
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@tawdry heath idk why you think its teleporting? All I see is the character rotating really fast. Try slowing down your rotation when you want to turn around

tawdry heath
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ye where would I do that I'm new so I don't know where I should be looking I was just following tutorials

tough marsh
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look in your character blueprint for your input keys whatever you are using to make you turn around

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then show me

tawdry heath
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there's a lot of stuff I'm not sure which one is the movement

tough marsh
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i cant really see any of that sorry

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its blurry asf

tawdry heath
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is that for when turning around?

tough marsh
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no thats stuff in the blendspace or anim bp i was just asking about the inputs you use to turn with

bitter iris
tawdry heath
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well if you on pc you can click on "Open Original"

tough marsh
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like w,a,s,d inputs in your character bp

tawdry heath
rotund scroll
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dude

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you need to reorganize

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I have never seen an execution thread be vertical

normal burrow
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Issa use VectorLengthXY instead of VectorLengthSquared

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also Issa, is your blend space the character walking forward in different directions?

tawdry heath
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my blendspace has forward, left, right, and backwards

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and idle

normal burrow
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character is facing the same direction in each yeah?

tawdry heath
normal burrow
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its just foot placement differences?

tawdry heath
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are you asking if the character stays in place?

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yes he is facing the same direction

normal burrow
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with Walk_Left is the caracter facing forward and moving left?

halcyon flame
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@normal burrow sorry if I'm bothering you and you already saw this, but do you know if the replay system could be used concurrently with gameplay, ie ghosts in a racing game?

normal burrow
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No idea unfortunately dingoman

halcyon flame
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@normal burrow thanks, no worries

tawdry heath
halcyon flame
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if anyone knows of any rare resources on the replay system I'd love to see them. there's oddly not much about it.

tawdry heath
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@normal burrow yes my character is facing forward and moving left and is in place

normal burrow
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ArmRotation is what

tawdry heath
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Does interpolation time have to do with anything?

normal burrow
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as far as i can see its rotating something to face the direction your inputting. I can't tell if its in the anim graph or not

tawdry heath
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I think what is happening is that it's using the "forward" animation and when I rotate direction it rotates the forward instead of using left or right...

normal burrow
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I think so too, thats why i was asking about the facing direction

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it could be the pawn is rotating to face the movement direction or the animation. its unclear to me

tawdry heath
rotund scroll
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is it possible to convert an actor component to a scene component?

red geode
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My project keeps failing when I go to package it. Can anyone help me please!

halcyon flame
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@rotund scroll what are you trying to do?

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do you mean just change what the parent class is?

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@red geode what does the output log say?

red geode
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scrolling through the logs these are the errors I saw

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-CompilerResultsLog: ERROR: System.IO.FileLoadException: Could not load file or assembly 'file:///C:\Users\Owner\Documents\Unreal Projects\MultiDemoBackUp1\MultiplayerTemplate 4.21\Intermediate\Build\BuildRules\MultiDemoBackUp1ModuleRules.dll' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)(edited)

-LogTemp: IPP ERROR: Application exception: System.Security.Cryptography.CryptographicException: Access is denied.(edited)

-UATHelper: Packaging (Windows (32-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Owner\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-MultiplayerTemplate-Win32-Development.txt)(edited)

-PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\Owner\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-MultiplayerTemplate-Win32-Development.txt)(edited)

-PackagingResults: Error: Unknown Error(edited)

rotund scroll
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@halcyon flame changing an actor component into a scene component without having to refactor its code

halcyon flame
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@rotund scroll C++ or BP?

rotund scroll
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bp

halcyon flame
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@rotund scroll well for starters, there's this in the details pane when you click class settings

rotund scroll
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yeah but is it free

halcyon flame
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@rotund scroll what?

rotund scroll
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like will it cause complications

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or crashes

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or corruption of files

halcyon flame
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@rotund scroll I don't think it will corrupt things. certain functionality will be changed depending on what classes you're switching between and you'll just need to compile and work through the errors/warnings

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maybe back up your project if you're really worried

rotund scroll
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it worked fine, but unfortunately I didn't get what I came for

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oh well

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thanks anyway

halcyon flame
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@rotund scroll shoot. keep trying

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to find it

tight needle
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i need some help with unreal

halcyon flame
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@tight needle sup?

tight needle
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so

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i am trying to package my game

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but i am getting a weird packaging error

marsh heath
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@tight needle what is it can you show a screen shot ?

tight needle
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wait a sec

marsh heath
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k

tight needle
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i just need to package my game so i get it

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its quite far in

fading walrus
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ERROR: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.

This error keeps preventing me from packaging my game, how do i fix it?

tight needle
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oof

fading walrus
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?

hoary silo
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Same thing happens to me

fading walrus
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rip

plush yew
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where do i ask about beginner stuff?

fading walrus
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ยฏ_(ใƒ„)_/ยฏ

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i just got here

plush yew
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unreal engine is like 10 gigs

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does godot have the same ability to create real-time playable photorealism that is being advertised for UE4?

red geode
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does anyone know much about packaging errors who could help me?

lament saddle
formal pebble
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Hey guys, Unreal was crashing a lot, I read one of the ways to fix it, It'is update drivers and update the unreal. I downloaded the 4.24 and when I'm copying my project to the new one i got this ->

tawdry heath
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oh guys I fixed it, for my character movement for rotation rate in Z I had it set to 1000 for whatever reason that I do not remember, thanks for all of you that were trying to help ๐Ÿ™‚

thin tendon
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Does anybody know of any games that let you choose toon shading as an option that can be toggled? I just added this as a feature to my game. I can't find any other games that have done it. I was hoping to research and see what hurdles this feature might throw my way.

rotund scroll
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@thin tendon what do you mean toon shading?

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that's not a real word

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or term

thin tendon
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So a lot of games use a toon stylised cell shader. To maker it look more like a cartoon.

brave widget
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You mean cell shading?

thin tendon
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thats the one

rotund scroll
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usually it's part of the art direction

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so they don't change it because it doesn't fit

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if you had said outlines it'd be a different question I think

thin tendon
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Yeah. I added it as something that can be toggled. To let player's decide how they want it to look

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So you can have either a more realistic look or a cartoon look

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But I can't find any other games that did it this way. So I can research potential hurdles

rotund scroll
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the main hurdle is that you have to make stuff look good twice

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and yeah generally art direction is pretty unique and not something that is subject to choice in games

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not counting the fact that you'd have to do everything twice

thin tendon
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okay. So each time I make something new. I just have to make sure it looks good both ways.

rotund scroll
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pretty much

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you might also realize that you game eventually will suffer from a split identity, but that depends on other factors too

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if you're looking to build atmosphere art direction is just one part of that

thin tendon
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Well the idea behind the game is I'm trying to give as much control as possible to the player's. They can also pick the colour scheme for the GUI themselves.

rotund scroll
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I don't think most people care that much

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you'll have to encourage them

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somehow

brave widget
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Its an interesting idea, but like Cranz said, I think it'd suffer an identity crisis. There is a reason McDonalds doesn't let the franchise choose their colors ๐Ÿ˜›

thin tendon
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Yeah it makes perfect sense. Your right I may have to find a way to encourage it.

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The idea behind it is people usually respond well the more they can control and customise stuff

rotund scroll
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it has to be something worthwhile

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if it's trivial nobody cares

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if it hurts the game people will complain

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if they have too many options people will complain

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better to make a good linear and unique experience than to try to cater to everyone

thin tendon
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I see what you are saying. Maybe I should focus more on the other stuff.

normal burrow
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what are McDonalds colors?

reef lava
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@normal burrow ^

hardy granite
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Where is a good place I can upload my game for free? Itch.io has a limit of 1GB and my game is 6

marsh heath
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@hardy granite create a torrent link and make a website for yourself, direct people to your website. - pure self publishing.

carmine garnet
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i cant find a single tutorial for a non humanoid npc

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using a charecter pawn for a non humanoid wont let mechange the rotation of the collision

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and there is no non-flying movement controller for a pawn

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im so frustrated >:0000

cloud cobalt
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@hardy granite @marsh heath Itch does not have any such limit

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You just need to use the Butler tool, instead of a direct web upload

marsh heath
rancid lynx
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how do i control how sharp the blur between 2 different layers while painting terrains?

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this 1meter fade between layers is a little excessive X_x

abstract relic
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Adjust the weight value of the brush

rancid lynx
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thats 1 option, what about inside material editor options ?

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something about clamp ?

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ill double check brush options.

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brush options are not nearly sharp enough

normal burrow
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May need to up resolution rob

rancid lynx
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unless triangle size is very small

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resolution is one option but

abstract relic
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Not even brush falloff?

rancid lynx
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i solved it with clamps last year, and it looked really nice and sharp

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falloff zero isnt even close

latent moth
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a quick question: a standard practice to attach a gun is to set up a socket in the hand_r and then IK your hand_l (and thumb or other fingers).

However: what do you do when you need to manage multiple weapons? do you create a socket attached to hand_r for every single weapon? Would it make sense to have the weapon with the same character bones and attach them with something like

abstract relic
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Well next question would be if you are using weight blending or alpha blending

normal burrow
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Nah scar, wouldnโ€™t call that standard practice

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ik_hand_gun

latent moth
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well for 1 gun it is

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sure, that's what i mean with "attach a socket in the hand_r": create a socket under the skeleton bone, sorry if a little criptic

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but I mean: what if you have 50 weapons

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how to you adjust hand_r position, how do you attach the gun

cloud cobalt
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Each weapon should have its sockets

latent moth
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so 50 sockets?

cloud cobalt
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The sockets should be on the gun

normal burrow
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Or just enter a transform on the blueprint somewhere. Just was saying parenting to a fk bone is not something games fo

latent moth
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I did mean a socket attached to hand_r, sorry if criptic

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my question is on how do you handle multiple weapons: multiple sockets?

rancid lynx
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the fade is much sharper between sand and grass, layer 1, the fade is pretty terrible between grass and dirt. last year i found a solution between layers using some clamp. but i cant remember how or what youtube video.

normal burrow
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hand_r would be forward kinematic and jittery attachment point with interpolation. There be multiple ways

latent moth
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this video of fortnite animators seem to refer to the practice https://www.youtube.com/watch?v=Oe7fYS9qxmk

This talk by Epic Games' Senior Technical Animator Jeremiah Grant covers Fortniteโ€™s use of animation Blueprints including the use of Blueprints for gluing together character parts after retargeting, dynamic solutions for low LODs, and faking dynamics in higher LODs with pro...

โ–ถ Play video
normal burrow
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Socket works as suggested by stranger

latent moth
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so you reverse, attach a mesh to a gun and use a gun socket instead?

normal burrow
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Really both would work, reverse socket sounds nicer though

cloud cobalt
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You asked about standard. Standard is that the gun is attached to the player, but the hands use IK to match the socket on the gun.

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So each gun just has 2-3 sockets for hands, finger etc and the hands mesh matches that

latent moth
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ok, so x 50 if you have 50 weapons

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i'm trying to understand if there's a way to use only 1 socket for hand_r position and adjust it somehow with variables, just like we do with hand_l

normal burrow
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What type of blending rob?

rancid lynx
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well sorry. i really barely understand.

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ill search youtube some more. its out there.

cloud cobalt
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@latent moth No mesh will ever have 50 sockets

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Each gun mesh will have two

rancid lynx
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make a manual offset for each weapon actor ?

latent moth
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so you attach hand_r to the gun, correct? right now i'm attaching the GUN to the hand_r child

rancid lynx
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thats how i do my tools

cloud cobalt
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No, I did not say that @latent moth . ATtach the gun to the hand, without using any socket, and then use IK in the anim blueprint for the hands to reach for the gun's sockets.

rancid lynx
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i dont efven use sockets, i just use "attach to component nodes" or attach to actor. but im probably doing it wrong.

latent moth
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AAAH OK so even hand_r with IK

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bone space and so on. gotcha.

plush yew
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help everytime I try to watch a tutorial I end up slowly falling asleep

normal burrow
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1.5x playback speed

latent moth
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lol

rancid lynx
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kantan desu yo

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doki doki suru

timid flame
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Looks like landscape phys mats are broken in 4.24 too? da fuq

carmine garnet
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my animation class wont run

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whay

dark rune
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you need to select the animBP in the skeletal mesh of the actor you want it to run on

carmine garnet
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i already did that

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still wont work

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it does the idol animation

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but nothing else

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the even graph in the anim bp doesnt activate

dark rune
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maybe you didnt set transition rules in the graph

carmine garnet
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what are transition rules

dark rune
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hold on

carmine garnet
dark rune
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in the state machine

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there are some arrows

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is transition rules

carmine garnet
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yeah i did those

dark rune
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then idk
am beginner too
sry

normal burrow
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You debugging @carmine garnet ? Setting the actor?

carmine garnet
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what

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@dark rune thanks anyways dewde

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@normal burrow wym

normal burrow
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In PIE have you set up the character your playing as to the preview actor?

carmine garnet
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im not playing the charecter

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its an npc im trying to animate

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what is the pie

normal burrow
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K did you try setting that to preview actor then?

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Play in editor

carmine garnet
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yeah

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yeah its the preview mesh

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holy shit its working

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i restarted ue and it starteed working

normal burrow
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๐Ÿคท

carmine garnet
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oh

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it stopped

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fuck

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uiuuuuuuuuuuuuuugh

hearty walrus
ember shadow
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how would i make this work?

carmine garnet
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okay

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i did it

white escarp
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hello guys its me again with a nooby question.
what ways i have to merge 2 diffrent character blueprints to 1 so i dont have to copy every function etc. ?

carmine garnet
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this is fun

zealous spear
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so i want a alpha survey in the main menu so people can say what they like/ don't like on the game and even answer some questions
but...
how am i gonna read all the reviews?

midnight root
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You will if you know what's good for ya ;)lol

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๐Ÿ˜‰

rancid lynx
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whats a safe number of terrain blend layers ? im making a VR game. ill try not to do anything complex inside my materials

dim merlin
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Hi

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anyone any idea about saving a render target 2d into savegame and load it back onbeginplay?

dusky inlet
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@fierce tulip I take it your tweet is about the node prefabs plugin? :P

zinc ginkgo
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Is there a way of re-aranging bindings/action mappings, it would be easier if I could drag them to arrange them by alphabetic order or controller type, i.e. Xbox controller, Mouse, VR. At the moment they are just ordered as I input them and seem to not be moveable.

hearty walrus
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Can I add a bind to a border's alpha value?

plush yew
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Pretty sure that has to be done manually

marsh swallow
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@dusky inlet you saw that too huh?!

vague raptor
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so niagara is a "new" particle system? if im looking into using particles in my project, i should use niagara instead of cascade?

lament saddle
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Niagara's a big leap over Cascade, but I've also found it to be unstable in both the editor and packaging (though YMMV). So it depends how much you value stability.

regal mulch
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Theoretically you can use either, cause they sort of must keep Cascade in the loop for projects that are using it already.
However there are probably a lot of advantages of using Niagara, as it should offer more features.
And it's not so stable yet, as Renzu notes.

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I haven't touched it myself though, so just repeating what I read in the past.

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I would probably go with Niagara though, cause it's theoretically better to take the new feature that is supposed to replace the old one.

grave nebula
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Niagara has significant pipeline commitment, as compared to cascade, where you are free to jump in and create an effect.

regal mulch
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Would probably help to explain significant pipeline commitment

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As in, what does that entail?

exotic thicket
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Oh that's what niagara is :P

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I will have to give that a spin because my entire project is experimental and probably never finished anyway and it seems interesting lol

regal mulch
vague raptor
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sorry. for starting this convo outside its designated channel

lament saddle
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Again YMMV, but if your goal is to "learn Unreal" then go with Niagara. If your plan is to continually migrate your project to the current version of Unreal then it might be okay to roll the dice on Niagara if you're not shipping any time soon.

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If you're planning on shipping on UE4.24 or earlier then stick with Cascade... unless you're okay with Niagara bugs

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Cascade is fine for simple emitters but Niagara lets you do interesting things with arbitrary data

regal mulch
fierce tulip
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though there is something to be said about using cascade and the massive amount of tutorials it has, to learn and understand other aspects of making vfx. while different, a lot of it is knowledge that can be shared between the two.

lament saddle
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Yeah Cascade is easier to learn for sure b/c of documentation. It would've taken me ages to figure out Niagara if I didn't already know Cascade...

rotund scroll
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hey guys
I'm looking for a way to expose to BP a cpp parent's OnComponentBeginOverlap event (not delegate) so it can be used internally instead of externally. how would I go about this?
or, really, both internally and externally

regal mulch
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You can use BlueprintImplementableEvent for functions that BPs can override, but have no C++ implementation.
And BlueprintNativeEvent for functions that BPs can override AND have a C++ implementation.

fierce tulip
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me stares intensely at Exi

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:p

regal mulch
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Don't be butthurt

rotund scroll
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I posted it in #cpp but nobody bites ๐Ÿ˜ฆ

regal mulch
rotund scroll
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lol

regal mulch
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:D

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Let's move to #cpp then

fierce tulip
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guys, how do I make a butthurt vfx?

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sigh, i see so many ugly things when considering butthurt vfx

vague raptor
rotund scroll
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@fierce tulip crying butt made entire of particles

dim plover
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a butt crying butts

zealous spear
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so i want a alpha survey in the main menu so people can say what they like/ don't like on the game and even answer some questions
but...
how am i gonna read all the reviews?

south abyss
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Do anyone know if its even possible to do a drag and drop on click instead of on mousebuttondown? It seems that its completely impossible to do it normally and some hacky way may be needed (for some reason i'm unable to create a dragdrop operation on mouse up and it seems that the drag and drop operation drops on any mouse down by default and it seems this behavior is not modifiable)

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I've tried various hacky ways without success

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@zealous spear saving the review into a server, I'd recommend a rest api

zealous spear
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so i don't have a server :))

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i guess there is no other way

south abyss
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get a free server

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I recommend you heroku

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for this usecase

swift hearth
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Random question, can I rename the unreal project file without having to open it? Idk if that would mess it up

brave widget
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@zealous spear Well, the data has to go/save somewhere. Maybe, if you can implement a simple "send email" system, have the report go to a specified email address?
However, that may be more complicated than just getting a server setup to store the information

zealous spear
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ok guys, thanks for help

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i will look into it, now i gotta get a game working first and after i am thinking about other things

south abyss
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lmao

brave widget
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Yeah, I'd focus on the game right now and worry about how to get feedback later ๐Ÿ˜›

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Can't get feedback if you don't have a game to put out ๐Ÿ˜‚

exotic thicket
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I wonder if you could use google analytics for that ๐Ÿค”

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I know you can send custom events to GA but not sure if you could easily do it via UE lol

brave widget
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Oh, thats an interesting idea ๐Ÿค”

vale spade
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Hey! is there any way to compile he shaders over multiple PCs?

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my main pc is bad, but my laptop is imo not suited for that, but it has a really good CPU

wooden leaf
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does anyone here know how to add a simple health system in my project

brave gate
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@vale spade there's Incredibuild for that, but there's free license sucks AFAIK and paid plans... upgrading CPU to Ryzen would be cheaper in the long term ;)
but give Incredibuild a try

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although if your PC sucks, maybe you should run UE4 on that laptop? ๐Ÿ˜›

worthy flame
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hey, im not sure how this is called but when I was looking at a stream I saw that one of the devs could disable foliage/grass by doing it in the viewport. How is this done?

vale spade
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AMD A8 5600k vs. Intel i9 9x laptop hm... yes, but onboard GPU

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@worthy flame show > advanced > foliage

brave widget
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@worthy flame The show flags. Under Show -> Advanced -> Grass
(The show menu is near the same place as where you change lit/unlit/wireframe)

vale spade
brave widget
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Right, it was Foliage, not grass

worthy flame
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aah ok, thank you

uncut vigil
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guys any clue about this? can't set lightmap UV to be channel 1 even though it's present

vale spade
#

Grass is for any Grass Type Actors in the scene.

drowsy turtle
#

How to change text in widgets?

vale spade
#

in the details

drowsy turtle
#

i mean

#

through blueprint

#

i want to do something like

#

uh

#

im doing skill tree

vale spade
#

yeah, wait short ill boot the editor up ๐Ÿ™‚

drowsy turtle
#

and i want to change text for example

#

from level I to level II

#

k

vale spade
#

ooh, so via that

#

in your widget blueprint, add a custom event, name it 'set display box text' or whatever, and under the event inputs add a 'Text' variable

Drag in a reference to your text box, then pull off that pin and use the Set Text node, make sure it's the set (text) node not set tooltip text :)

Then from whichever other actor, either use get all widgets of class, and obviously use your widget type, get the first item from that array, or store a reference to it in the actor, then call your custom event (set display box text) on that, and plug in the text from the actor's own text variable ๐Ÿ˜„

source : https://www.reddit.com/r/unrealengine/comments/4c3vxr/how_can_i_change_the_text_within_my_widget/d1evhc0?utm_source=share&utm_medium=web2x

worthy flame
#

hey, idk what happened, but if I add folaige to the foliage brush, I dont have the editor, to edit how close they can spawn next to each other

drowsy turtle
#

thx

vale spade
#

are the arrows down or up?

worthy flame
#

yup thanks

uncut vigil
vale spade
#

@worthy flame so solved?

#

@uncut vigil sorry, i dont know anything about UV mapping, i would like to help but im a starter as well ๐Ÿ˜›

worthy flame
#

yes solved, thanks @vale spade

vale spade
#

alright, nice

misty creek
#

@uncut vigil Would love to help you with uvs but seeing as I have no idea how they work the best I can do is point you to the proper documentation and hope that helps. In fact I just switched to fully dynamic lighting so I didn't have to worry about them. ๐Ÿ™‚ https://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/index.html https://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/HowTo/UVChannels/index.html

Techniques and guidelines for properly setting up UVs for static meshes.

The role of UV Channels for rendering Static Meshes, and how you can work with them in the Unreal Editor.

worthy flame
#

is there a way in bp to access a value from a static mesh material, so i can change the value in there

vale spade
#

yes

#

just create an event

worthy flame
#

create event?

#

shouldnt it be something like, cast to thirdpersonbp?

#

something similar like that

#

i saw on google only about set scalar parameter value

#

but not sure how it works exactly

#

like edit a material value in bp

ember notch
#

If i want to make voxel game like Minecraft. Should i use Unreal Engine 4 or Unity,Godot Engine...?

worthy flame
#

I would say unity is better for a game like minecraft

exotic thicket
#

I suspect you would have similar challenges building that regardless of engine choice

#

(how to do the terrain, primarily)

normal burrow
#

Unity should be avoided

ember notch
#

What about Godot Engine?

cloud cobalt
#

Any choice is good

#

Or bad

#

Minecraft style games usually have very specific architectures

normal burrow
#

Avoid real all thread haunting GC

#

Your definitely gonna need specific things though yeah.

#

I donโ€™t know enough about godot to recommend it or not

frail sail
#

guys, that ue4.24 ver. "restore previous tabs" does is work?

#

i did open a tab and closed main project, next startup it doesnt restore that i opened tab

dapper bridge
#

Can anyone help with why the lighting is doing this all of a sudden when built? Its only on a few of the objects in the scene.

normal burrow
#

Warnings on build finish?

dapper bridge
#

yea, about overlapping uvs, but there's been many errors like that, and even now most of them aren't affected like this.

brave gate
#

@frail sail it's bugged in 4.24, fixed for 4.25 ๐Ÿ˜›

violet cove
#

Thatโ€™s your issue then

frail sail
#

jeez

violet cove
#

Fix the overlapping uvs

frail sail
#

why not fix on next hotfix for 4.24.2

brave gate
#

there was changed in the header, and they usually don't put that to "hotfixes"

#

@vale spade @drowsy turtle avoid calling UI from gameplay classes, especially doing iteration like "get all widgets of class", gameplay actors shouldn't know about existence of things like HUD as given UI can changed/destroyed/hidden, etc.

  • create delegate (event dispatcher in BP) in the class where value is changed
  • in the widget get reference to this gameplay class (i.e. player controller) once and cache it, bind to the event dispatcher from your gameplay class
uncut vigil
#

@frail sail it will be fixed on the hotfix, but there's also a bug that crashes the engine which will be fixed in 4.25

#

if you set 1 LOD, change uv channel to 1, then change back to 4 lods, crash

frail sail
#

yayyyy

dim plover
#

Everybody here needs to pray for 4.25 to be not like 4.24.

frail sail
#

have much bugs?

#

in that 4.24

paper crest
#

why the heck when i press play, i play as a camera actor

violet cove
#

Didnโ€™t set up your game mode correctly?

worthy flame
#

anyone know any good island heightmaps?

paper crest
#

yeah, its top down, but it cant move now

worthy flame
#

all that i have used i have to edit them in photoshop, but they are spikey

abstract relic
#

Gaia

#

Or world machine

normal burrow
#

Teragen is a old old one for islands

#

Have you tried editing in engine @worthy flame ?

vale spade
#

@brave gate Ah, okay ๐Ÿ˜„ thank you ๐Ÿ™‚

light ridge
#

I'm new to Unreal Engine and C++. Does anyone have any recommendations for tutorials and stuff like that?

#

Btw I have a good amount of programming experience, mostly with Java and Python.

brave widget
light ridge
#

I didn't know that Epic actually offered their own courses!

#

Thank you @brave widget

brave widget
#

Np ๐Ÿ™‚

craggy flax
#

actually why I came as well. I know cpp but was looking to get some unreal specific info to start up a project

#

ty lol

open eagle
#

does anyone here have experience with FTP servers

exotic thicket
#

a long time ago, why?

tawdry heath
#

Hey guys what is the difference between "Play" and "Launch?"

fierce tulip
#

you play with friends, you launch nukes

#

(play in editor)
(Launch the game)

abstract relic
tawdry heath
#

oh launch just shows how the game will run in different platforms?

serene quiver
#

Can someone help me out a bit?

abstract relic
#

Itโ€™s kinda like playing the packaged version without packaging it

normal burrow
#

that sounds nice

#

is it like a preview thing that networks the image to the device and reads touch?

#

hm no it looks like it builds and launches. cool

haughty linden
#

What's the scoop on this ZeGypsy guy who suddenly appeared in the UT4 Discord? Apparantly an outcast from here...

grim ore
#

Weird question but can anyone think of any "hats" in the learn/free content that Epic gives us? I have the cowboy one in the Multiplayer shoot out but I would love to find 2 more

normal burrow
rotund scroll
#

ah yes

#

the guy who wanted people to work for him not for free but for free

haughty linden
#

ah one of those... thanks!

normal burrow
#

uh more than that but yeah

rotund scroll
#

broad strokes, this isn't #lounge after all

normal burrow
#

@grim ore are we talking head accessories?

rotund scroll
#

@grim ore have you looked at infinity blade?

#

you can probably find a helmet or two

normal burrow
#

ooh okay

#

in-engine hats

#

this should have been obvious to me

serene quiver
#

Can someone help me out with something?

normal burrow
#

did you ask the question krabs?

serene quiver
#

No but I will

#

Okay so I have an input called "Interaction" bound to R

#

I have a blueprint that starts with overlap, how would I make it so that "If overlapping > if pressing R > do thing"

normal burrow
#

is the idea that you press R while overlapping?

#

or do you hold R and overlap

brave widget
#

I don't know if this is the best way, but you can set a separate bool on each (on overlap and press R) and then compare them both for true

serene quiver
#

Like the blueprint has a hitbox so I want it to be like "If the player is inside the hitbox and holding R do thing"

normal burrow
#

ye what chipmunk said. then

#

have your interaction on off set a bool to true false

#

check said bool in the overlap

brave widget
#

I wonder if there is a node in flow control that can handle this without settings bools ๐Ÿค”

normal burrow
#

you know chipmunk

#

there should be

#

i am unsure if there is

brave widget
#

I'd check, but I'm compiling atm ๐Ÿ˜‚

normal burrow
#

fine lol

#

i'll look

brave widget
#

Oh, hold on, compiling just finished ๐Ÿ˜›

normal burrow
#

too late

#

its happening

brave widget
#

lol, that works ๐Ÿ˜›

serene quiver
#

So after the overlap event get a bool that checks if they're pressing R?

normal burrow
#

so, it seems like theres no action button lookup

#

there is axis lookup

#

but no bool for action

#

you could take a second look if you want chipmunk

#

but i didn't see anything for the actions our game uses beyond events

#

you'd make a bool and set it with R on off yeah krabs

#

then check said bool in overlaps

brave widget
#

What about "Gate" ?
I haven't used it but looks like it could work
Overlap will "open" the gate and pressing R can "enter" it?

#

I assume thats how it works

normal burrow
#

well

#

aren't overlaps stored on the pawn

#

or primitive

serene quiver
brave widget
#

Thats a good question

normal burrow
#

psure theya re stored somewhere

#

yeah krabs do the same for released but set to false

serene quiver
normal burrow
#

ye

grim ore
#

@rotund scroll I didnt think about IB, hopefully I can find one thats not attached lol

serene quiver
#

Oke

brave widget
#

I was just going to mention that ๐Ÿ˜›

serene quiver
#

Doesn't seem to be doing anything ๐Ÿค”

timid jacinth
#

What is this node called?

brave widget
#

Timeline

normal burrow
timid jacinth
#

thanks

serene quiver
#

Woah, thanks!

timid jacinth
#

how do i actually get the node @brave widget

normal burrow
#

off screen krabs is where your logic be.

#

for on overlap

serene quiver
#

Would've never figured that out on my own haha

timid jacinth
#

nvm got it

brave widget
#

that works, I had to check cause I was having a brain fart moment ๐Ÿ˜›

normal burrow
#

that basically treats R press as fire all overlap events, but when held on a new overlap, also do that

#

you set Current Overlap to nothing at the end there as to allow the thing to gc

#

(don't want to hold a reference, a local variable would be better really but event graph as it is)

serene quiver
#

Where do I get the blue set nodes? If I search set I get a lot of results

normal burrow
#

you have to make a new variable of type Actor

timid jacinth
#

My aimoffset is very glitchy only on the yaw and its fine on the server

normal burrow
#

then you set it like i do

timid jacinth
#

How can i fix that

#

ive been spending like a week tryna fix this

serene quiver
normal burrow
#

Down hard to know what is going on there.

#

is there a line trace involved?

#

and krabs, no

#

variable type should be actor

timid jacinth
#

Its just an aimoffset

serene quiver
#

Ah, gotcha

normal burrow
#

i've not used aimoffset really down, would probably look at what you are feeding it though

brave widget
#

Krabs, on your Event BeginActorOverlap, right click on "Other Actor" and select promote to variable, then you can pull it out of "My Blueprint" to set it and it will be the correct type

timid jacinth
#

Sorry for the sphagetti

#

๐Ÿ

normal burrow
#

Yeah chipmunk has better advice there, thats much easier

#

yeah Down i mean

#

look at the actual values pumped to the node

#

set the preview actor to your character while playing

#

add a watch in the anim graph

#

er down

#

zero for interp speed means instant right?

timid jacinth
#

The problem is only on the client

normal burrow
#

the local client character or remote?

timid jacinth
#

The second player

#

Not the host

#

The host is fine

#

Everyone connected to the host is glitchy

normal burrow
#

k well

#

networking rotators

#

someone else had this issue

timid jacinth
#

Could delta time be the problem

normal burrow
#

its likely that its interpolating the angles

#

but

#

RInterpTo

#

you should try removing this completely.

#

InterpSpeed 0 means instant i think

timid jacinth
#

its fine on pitch

#

not yaw

normal burrow
#

do you ever use roll in that networked angle?

timid jacinth
#

not at all

normal burrow
#

believe its the same issue

timid jacinth
#

i see

#

hmm

#

Ill try redo the aimoffset

normal burrow
#

the aimoffset is likely fine

timid jacinth
#

one mistake could have lead to this

normal burrow
#

its the network interpolation

#

i say that with like 70 percent confidence because i'm not real knowledgable about networking in ue4

timid jacinth
#

me neither haha

normal burrow
#

the key is that if it happens on the second client to the host

#

that makes me think its relying on some angle that isn't being properly interpolated

timid jacinth
#

ye

#

im gotta go now but thank you so much for the help

zealous bay
#

Rip kobe..

worthy flame
#

rip

#

does anyone have a simple island heightmap i can use?

brave widget
#

A quick sculpt with a landscape will probably get you faster results ๐Ÿค”

normal burrow
#

yeah or the tools High Tide mentioned

worthy flame
#

yeah i know about those

fading walrus
scarlet birch
#

fiber

rotund scroll
#

lol

#

terrain party

scarlet birch
#

ugh thought this was lounge sorry

manic pawn
#

thats not a height map if it's shaded

normal burrow
#

yeah @fading walrus

#

lightmap uvs can't reuse texels

#

I think there is a setting to have unreal generate the uv's for you

fading walrus
#

where do i find the setting?

errant dagger
#

how to reduce number of shader compiler processes? I want to have some cores free to stable system working

normal burrow
#

wildmaster you'll need to reimport after you change that setting i thing

rotund scroll
#

is there any benefit to doing camera related work in PlayerCameraManager as opposed to PlayerController?

exotic cave
#

Anyone had any success importing vertex colors in meshes in UE?

smoky zenith
#

Does anyone know how to make an AI fly with blueprints. I've got an AI following the player and it keeps getting stuck on blocks around the map

exotic cave
#

I have tried two different .OBJ exporters with painted vertex colors for a grass mesh now, and UE is stripping the vertex colors every time ๐Ÿ˜ข

rotund scroll
#

@exotic cave yeah I doubt you can import vertex colors, use the in editor vertex coloring instead perhaps?

normal burrow
#

yeah calicoastreplay, obj works

exotic cave
#

@rotund scroll : Can UE do that? I was not under the impression I could vertex paint in UE and then save the mesh

normal burrow
#

you have to tell it not to strip the colors though

rotund scroll
#

sure, shift +2 in editor, or pick the vertex paint mode

exotic cave
#

@normal burrow : How?

#

@rotund scroll : But that works per-actor and if it's resaved as a mesh, the vertex colors are not

#

This is for a grass mesh for landscape material grass. UE can't use an actor, it has to go right to the mesh.

#

How can I tell the importer not to strip the colors? ๐Ÿ˜ฆ

normal burrow
#

it looks like it was broken in a few versions cali

#

what version are you using now?

exotic cave
#

I'm on 4.23

normal burrow
#

hm yeah they fixed it in 4.22

#

how does your obj describe color?

exotic cave
#

The latest one is just a standard Blender export

#

Vertices painted in Blender

normal burrow
#

and how are you expecting to see the vertex color?

#

are you reading them in a material?

exotic cave
#

It's for the grass wind.

#

Top two vertices are painted red, bottom are black, there's a multiply in the material for the vertex offset

#

The vertex colors could be getting attached to a material, I'm not sure ๐Ÿ˜ฆ

#

It's just a simple quad. I was under the impression this is a pretty standard way to do this, but creating and importing the grass mesh properly has been a nightmare.

normal burrow
#

a second uv channel may be easier than vertex color if its not working

#

@exotic cave

brave gate
#

@rotund scroll yes

  • player camera manager is the best place for scripting camera i.e. managing camera modifiers, registering custom actors/stuff that can influence camera behaviour, blending between gameplay and cinematic camera
  • if you're using several player controllers, switching/blending camera could be handled in camera manager
normal burrow
#

don't ignore and then you have to reimport after

#

Replace is the right answer i think

exotic cave
#

Give a moment, that snip isn't loaded yet

normal burrow
#

click it

exotic cave
#

I did

normal burrow
#

discord is broken af rn

cosmic panther
#

It hasnt loaded for me either

normal burrow
#

have to copy url

brave gate
#

and player controller does a lot of different stuff, if camera code fits camera manager, maybe it should be there, not in the player controller

exotic cave
#

Thanks for the help though, I appreciate it

rotund scroll
#

@brave gate so it's more about camera data than camera logic? I'm trying to figure out where the best place for placing camera logic is. e.g. focus/view rotate to

brave gate
#

camera manager then as this the class actually calculating camera transform

exotic cave
#

Where are you seeing that setting?

normal burrow
#

on the mesh

#

import settings

brave gate
#

usually you could override UpdateViewTargetInternal() to implement your own camera rotation

brave widget
#

@normal burrow @cosmic panther Are both of you on the West Coast in the US by chance?

rotund scroll
#

@brave gate so help me understand how the camera manager relates to the camera that is in the player character for instance

normal burrow
#

north coast

rotund scroll
#

since there's no direct link

#

@normal burrow so, canada? ๐Ÿ˜„

normal burrow
#

nah minnesota

#

lake coast

brave gate
#

camera component in the player character (or anywhere else) it's just like definition only: component moving the actor + parameters

rotund scroll
#

close enough

brave widget
#

Ok, I'm having net troubles to, wasn't sure if you were near me and maybe our issues were related

cosmic panther
#

@brave widget East

brave gate
#

active camera is managed by player camera manager

brave widget
#

Must be net issues nationwide ๐Ÿค”

normal burrow
#

trick with discord issues is to assume everyone else has them

#

its usually the case

brave gate
#

setting active camera through player controller is just for convenience and player character is a typical place to put camera component

rotund scroll
#

@brave gate so in terms of transform I use the transform component in the player camera manager to set rotation, location etc.?

cosmic panther
#

Yea there is

brave gate
#

but player character doesn't update camera ๐Ÿ˜‰

rotund scroll
#

I understand that

#

second question, setting a timer for a function that has a signature other than void?

#

possible in BP?

exotic cave
#

@normal burrow : I appreciate the try, but it's still white as the driven snow over here ๐Ÿ˜ฆ Seems like the kind of thing that should have worked, really

rotund scroll
#

cali has snow?!

normal burrow
#

you put it to replace

#

and then reimported?

exotic cave
#

mhmmm

normal burrow
#

hm yeah

#

its possible blender doesn't export it right

#

would you send the obj?

exotic cave
#

sure

brave gate
#

yes, technically active camera object is used to get data and fill "view target" with that data, but you could do whatever you want with "active camera" - i.e. just read the current player camera as start or end of blend
and script your own "blend from player view to the place I force player to see"

exotic cave
rotund scroll
#

@brave gate yeah there doesn't seem to be a built in way of doing this? at least not in BP

normal burrow
#
# www.blender.org
mtllib BasicGrassW3.mtl
o BasicGrassW2
v 0.000000 1.000000 0.500000
v 0.000000 1.000000 -0.500000
v 0.000000 0.000000 -0.500000
v 0.000000 -0.000000 0.500000
vt 0.997933 1.000000
vt -0.002067 1.000000
vt -0.002067 0.000000
vt 0.997933 0.000000
vn -1.0000 0.0000 0.0000
usemtl ProBuilderDefault
s 1
f 1/1/1 2/2/1 3/3/1 4/4/1```
@exotic cave its not got any vertex colors
exotic cave
#

It's probably exporting it into the material then, I appreciate you taking a look

normal burrow
#

the one quad there at the bottom

exotic cave
#

Blender is such a s***show

normal burrow
#

well vertex color would be a a 4 part vertex

#

1/1/1/1

#

instead of 1/1/1

#

for what it is worth

#

obj is a shit show

exotic cave
#

There's a .mtl file it exports as well, I am quite sure it's getting dumped into that instead

normal burrow
#

could up it

#

but vp usually don't live there

exotic cave
#

I honestly wonder if I could literally just add it to the file myself for now

normal burrow
#

its not out of realm of possibility that blender things it belongs there though and that it'd be right still

brave gate
#

@rotund scroll there's only SetViewTargetWithBlend() exposed to the player controller or putting custom logic in BlueprintUpdateCamera in blueprinted PlayerCameraManager - second can be used to animate camera programatically as it overrides default camera update

normal burrow
#

you could probably lol

exotic cave
#

OH NOTEPAD, MY ONLY FRIEND

rotund scroll
#

@brave gate set view target with blend changes camera though, not view

normal burrow
#

vp 0 0 0 0
vp 1 0 0 0

#

iirc

exotic cave
#

Don't there need to be four?

normal burrow
#

that is how you would introduce two colors

#

then you just /1 or /2

#

to the verts on the face (f)

exotic cave
#

One per vertex?

normal burrow
#

v for example declares a vertex position

#

vt is a uv

#

vn is a normal

#

so when you see f

#

this means face

brave gate
#

@rotund scroll Camera Modifiers are actually exposed to blueprints too, so you can use it for custom scripts, i.e. this you'd use to blend from player camera to using any custom transfrom (start of cinematic or focus point)

normal burrow
#

its saying first position, first uv, first normal 1/1/1

exotic cave
#

This is great information, you are fantastic

rotund scroll
#

@brave gate ah hold on, with BlueprintUpdateCamera, does that tick automatically? can I get it to do my dirty business of interpolation?

brave gate
#

yes ๐Ÿ™‚

rotund scroll
#

shoot that's great stuff

brave gate
#

it does take this calculation on camera update

rotund scroll
#

right but I'd have to use something like RInterp yes?

brave gate
#

exactly ๐Ÿ™‚

rotund scroll
#

cool that does save me doing the same setup

#

I see that it requires a target, though if there is no target, what does it default to?

brave gate
#

major limitation of unreal is that we can have only one active camera - no support to just pass to 2 transforms and ask engine to work on both of them, but override camera update and camera modifiers allows for a lot

#

probably the view of player controller - as this always exists

rotund scroll
#

I have no issue with just one camera

brave gate
#

not 100% sure, always using camera in pawn in my games by default ๐Ÿ˜‰

exotic cave
#

@normal burrow : Still didn't work but I think I've figured out why

#

I actually think .obj itself literally has no vertex color support

rotund scroll
#

but anyway some great knowledge and advice all around, appreciate it! I might ping you if I get stuck, if that's ok?

exotic cave
#

Only the .mtl file actually supports them

rotund scroll
#

@brave gate

normal burrow
#

it does cali but my recollection of vp being vertex parameter and its use may be wrong

exotic cave
#

vp seems to be "parameter space vertices"

normal burrow
#

if you can just use fbx, that'd be better hah

#

hmm i'll search a bit

exotic cave
#

I maybe could just go Blender-fbx

#

Will try

normal burrow
#

oh so, those v lines, you put four floats after the position to define the color

#

v 1220.094482 -572.500000 177.713943 0.984314 0.764706 1.000000

#

or three i guess idk (i bet 4 would work too)

#

vp was wrong yeah

brave gate
#

@rotund scroll if you really stuck or willing to save money for a good whiskey ๐Ÿ˜› ๐Ÿ˜› ๐Ÿ˜›

exotic cave
#

@normal burrow : That doesn't work either, I really think it has to go in the .mtl, maybe I need to import both at the same time

#

Nope, UE can't understand a .mtl

exotic thicket
#

I'm testing some stuff with a physics handle component - is there some particular reason why most examples seem to create a new handle every time you grab something? (including the content examples one showing it)

unique kraken
#

Okey srsly does anyone have a detailed course on how to work with anims?

normal burrow
#

so do you have 6 floats in total? per v line

unique kraken
#

Transition rules and everything

exotic cave
#

I tried that, yeah. Let me doublecheck

#

You are correct that this is the way it's said to do it, but I don't think UE understands it

timid jacinth
#

Not sure if this is the right channel, but has anyone here used and paid for steam direct? I have a few questions before I get it

normal burrow
#

hm could have been broke. I know it was taking it at some point. if i had to guess it was around 4.16 when i was converting n64 assets to obj for ue4

rotund scroll
#

wat

#

why

normal burrow
#

but fbx probably will work

exotic cave
#

Assuming I can learn to set up the FBX properly, yeah. Right now that's even more broken than the OBJ

rotund scroll
#

interesting

exotic cave
#

I really wonder if I should just bite the bullet and rent Maya or something that isn't Hell on Earth to use

normal burrow
#

hang in there

#

i hope one day fbx will bite the dust though yeah

exotic cave
#

Thanks a lot for trying to help. ๐Ÿ˜ฆ This is the stuff that makes me want to quit doing indie game dev altogether and go be a construction worker

normal burrow
#

worse case, you could use mutliple uv channels instead with fbx. i know blender does this proper

exotic cave
#

I mean, I feel silly as no doubt everyone will just pull my grass out of my pack and replace it with Megascans meshes anyway (I plan to include a guide on doing this)

#

But I can't really launch a product with nothing

#

I just can't believe it's 2020 and 3d file formats and programs are still this lacking in basic talk-to-each-other-ness

calm widget
#

Sorry, don't want to read through all the chat, can i ask what's the core issue here?

normal burrow
#

want vertex color from blender

patent raptor
#

Hi all, Vehicle Multiplayer Replication - after testing for a very long time now, with numerous vehicle/physic types from Sedan/Advanced/Blueman - The client always seems very jerky on Lan/Internet/Steam.

Does anybody have any pointers or suggestions please

calm widget
#

I've done that multiple times.

normal burrow
#

how

calm widget
#

Blender exports vertex colors just fine, i've since replaced them with textures, used them for blocking stuff out. But there should be no problem with it?

normal burrow
#

fbx?

calm widget
#

Yes

normal burrow
#

hmm

exotic cave
#

Yeah, I'm working on trying to get it in FBX instead, can't be done in OBJ is what we found

#

Because OBJ puts its vertex colors into a separate .MTL file UE can't read

calm widget
#

Yes obj doesn't export vertex colors, but i don't see why you'd have issues with fbx?

exotic cave
#

Give me a moment, it may be a question of settings. FBX def has a different default scale than OBJ

calm widget
#

Scale in blender for UE4 export should be set to centimeters with a 0.01 scale

exotic cave
#

I appreciate that

normal burrow
#

You can also just set the scene metric to centimeters

#

and avoid the 0.01

#

i think that is a semi new thing though

exotic cave
#

FINALLY

#

Okay, thank you both so much. I had to import as an FBX, then set that setting to Replace, then reimport the mesh

calm widget
#

Proably, i've got mine set to meters sorry, scale 0.01. Centimeters would do fine

exotic cave
#

๐ŸŒˆ ๐Ÿ€

#

I appreciate you both ๐Ÿ™‚

calm widget
#

Not sure about newer version of blender, but as far as i know its fbx support has always been quite bad, something about licensing i guess. But it does the job with a bit of tweaking

normal burrow
#

yeah, its honestly confusing how blender gets away with fbx

#

if you plan on using it in a game, you need to use the autodesk sdk afaik

exotic cave
#

Probably ๐Ÿ˜„

#

As a paltry reward for all your help, have this next-gen grass rendering article I have been reading, it's pretty awesome

#

The author seems to feel like traditional grass-on-little-cards is actually super wasteful because of all the transparent pixel overdraw

#

And that rendering individual blades of grass is the future

rotund scroll
#

ugh is it not possible to return something like the player camera manager already pre cast?

calm widget
#

I'll show you next gen grass, my project shader complexity over the top! : ) Doesn't look as nice though. And if you ask the people here i suck at optimization, well i call it 'future proofing' @exotic cave

rotund scroll
#

@brave gate so I'm stuck with the fact that the camera manager doesn't actually allow you to override or set the camera target...

exotic cave
#

@calm widget : You fixed my problem, I don't think you suck at anything ๐Ÿ˜„

brave gate
#

@rotund scroll what you mean? did you try SetViewTarget from player controller?

rotund scroll
#

yep

#

it moves the camera

#

despite what I've added to the BPUpdateCamera function

tawdry heath
#

Hey guys how do you add a delay in a funcation?

brave gate
#

does BlueprintUpdateCamera() returns True? it needs to calculations be applied

#

@tawdry heath that simple, you don't ๐Ÿ˜„

rotund scroll
#

@brave gate it returns false

brave gate
#

you can set timer from inside the function tho

#

set it to True and try ๐Ÿ˜‰

rotund scroll
#

the camera is all fucked up and stuck in the floor when I do

tawdry heath
#

how the hell does a timer work

brave gate
#

@rotund scroll so it does work, your calculations set camera to the floor ๐Ÿ˜›

rotund scroll
#

@brave gate yeah because I can't set the camera target

#

the function uses that as a parameter, but I have no way of passing it

#

nor does it seem like it's running every frame

exotic cave
brave gate
exotic cave
#

That's not even a final texture, just my test grass ๐Ÿ˜„

calm widget
#

@exotic cave Oh : ) Still looks great!

exotic cave
#

Thank you! I really am very grateful for the help. You're a gentlebeing and a scholar

#

I go to nap with a slightly less troubled mind, please let me know if I can return the favor at any time (except during my nap)

rotund scroll
#

gentlesubject

brave gate
#

@rotund scroll so grab camera component yourself from the player character - I didn't use blueprint update for years
in code actually I get camera from pawn manually

rotund scroll
#

right but if I then have to manipulate that inside the camera manager it's something of a faff right

brave gate
#

maybe your interpolation make update "so slow", idk, it' called every frame, otherwise would be useless

rotund scroll
#

pulling it all the way through the controller just to let the camera manager use it

brave gate
#

it's assigned through player controller because of multiplayer-ready architecture
so the server could set it clients

rotund scroll
#

ok I got it working, but again I cannot pass the target so it is useless to me

#

because it will only ever look at my player character

brave gate
#

confusing, but actual update happens in PlayerCameraManager class

rotund scroll
#

which I suppose is my camera target

#

but then I need to use my player character as a dynamic object that can move the camera around but still maintain that the camera is looking at the right actor

brave gate
#

to be honest, I don't know what/where you can pass ๐Ÿ˜‰

#

yes, so you need to get your player character and "actor to focus on" in your camera manager blueprint and operate on it anyway you want

#

update is performed every frame

rotund scroll
#

but I can't even if I do that since I have no way of passing the parameters to the UpdateCamera function

brave gate
#

yes, but you have entire blueprint to use, and cache actors as class variables ๐Ÿ˜›

#

and you could still call GetPlayerPawn() in this function, although obviously you don't have do it every frame

rotund scroll
#

seems like a hacky solution

brave gate
#

it's not

#

that's exactly what camera manager does ๐Ÿ˜›

rotund scroll
#

then why isn't it possible to pass the parameter to the UpdateCamera?

brave gate
#

it has view target saved with the reference to the "actor with camera" + parameters

#

I don't know, man

#

maybe they assume you can do whatever you want in this function

rotund scroll
#

and the camera default location isn't the same as the camera the player character has

#

so idk

#

seems really wonky

#

reading this, it seems like UpdateCamera is only used if you want some non standard camera use that pertains to the player. e.g. if you want to create your own version of a springarm. it doesn't seem to be made to handle advanced functionality or camera focus: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1497649-how-do-i-set-up-the-player-camera-manager

#

... which again is weird, because it seems like the class has little to no purpose then

brave gate
#

@rotund scroll works for me in the last few games ๐Ÿ˜‰

#

although.... in one of "focus to actor" implementation of first person camera I set desired target rotation as controller rotation inside of player controller (SetControlRotation method) every frame - as there camera follows controller rotation
and I use override in camera manager to update interpolation, which axis to update, speed and apply additional modifiers (like something else change FOV or speed of camera rotation)

#

have no idea even if you have first person or third person camera - I don't remember implementation details for third person

#

--
in another project I use camera manager and camera modifiers to blend from player camera to sequencer camera - with option to update blend along with the player movement, and there's no code in player controller/pawn for that

#

although I understand this entire setup is confusing as camera can be controlled in many ways, i.e. automatically follow player controller or be attached to the spring component and then player partially control its rotation which is not strictly tied to the pawn rotation

#

in my first UE4 game I did most of camera calculation in this blueprint update, but maybe it was for adding procedural noise/head bob

#

so yeah, perhaps camera manager is not that important your implementation too ๐Ÿ˜‰

#

but you started from asking about advantages of using camera manager, so I maybe got lured there ๐Ÿ˜„

rotund scroll
#

right but we can agree then that updatecamera is not what I'm looking for?

brave gate
#

have no idea what your's design is ๐Ÿ˜›

rotund scroll
#

focus on another actor, other than the player character

#

otherwise do whatever the camera does normally

brave gate
#

if you'd blend controller rotation in your player controller, than update in camera's manager has little or nothing to do

rotund scroll
#

cool

#

follow up

#

how do you get a smoother blend?

brave gate
#

if you'd use camera modifier, than basically you add modifier to camera manager, and camera modifier class does to job for you

rotund scroll
#

I find I get motion blur from the set control rotation

#

perhaps the trick is a camera modifier then?

brave gate
#

the math would the same in both, I guess

#

didn't had "issues" with motion blur in my cases, maybe turned off or interpolation basically smoothed out and I forgot ๐Ÿ˜›

#

it's nighttime for me here, so I can just drop a bit of simple code

CurrentBlendTime = FMath::Max(CurrentBlendTime + GetWorld()->GetDeltaSeconds(), FocusBlendTime);
        const float TimePercent = CurrentBlendTime / FocusBlendTime;

        float BlendAlpha = 0.f;
        switch (BlendFunc)
        {
            case VTBlend_Linear:
                BlendAlpha = FMath::Lerp(0.0f, 1.0f, TimePercent);
                break;
            case VTBlend_Cubic:
                BlendAlpha = FMath::CubicInterp(0.0f, 0.0f, 1.0f, 0.0f, TimePercent);
                break;
            case VTBlend_EaseIn:
                BlendAlpha = FMath::Lerp(0.0f, 1.0f, FMath::Pow(TimePercent, BlendExp));
                break;
            case VTBlend_EaseOut:
                BlendAlpha = FMath::Lerp(0.0f, 1.0f, FMath::Pow(TimePercent, 1.0f / BlendExp));
                break;
            case VTBlend_EaseInOut:
                BlendAlpha = FMath::InterpEaseInOut(0.0f, 1.0f, TimePercent, BlendExp);
                break;
        }

        SetControlRotation(UKismetMathLibrary::RLerp(CameraRotation, DesiredRotation, BlendAlpha, true));
#

that simple copy-paste from camera code to update rotation

rotund scroll
#

seems like BlueprintModifyCamera in camera modifier has something interesting, as its target is "Camera focus other actor"

brave gate
#
if (PawnCamera.IsValid())
    {
        PawnCamera.Get()->SetRelativeRotation(FRotator(GetOwningPlayerController()->GetControlRotation().Pitch, 0.0f, 0.0f));

        OutVT.POV.Location = FMath::VInterpTo(OutVT.POV.Location, PawnCamera.Get()->GetComponentLocation(), LocationDeltaTime, LocationInterpSpeed);
        OutVT.POV.Rotation = FMath::RInterpTo(OutVT.POV.Rotation, PawnCamera.Get()->GetComponentRotation(), RotationDeltaTime, RotationInterpSpeed);
    }
#

and just calling interpolation, parameters tweaked and works fine for me...

rotund scroll
#

I mean I've done the logic before with setcontrolrotation

#

I just want to try other stuff to ensure that it's the only option at this point

#

hence why I'm trying the camera modifier as well

#

which tbh doesn't seem promising

#

because again there is no functionality to set targets as parameters

brave gate
#

it's just another mechanism to call camera... ekhem... modification

rotund scroll
#

well yeah, but there's no exposition to modify the camera

brave gate
#

you have GetViewTarget() in camera modifier

rotund scroll
#

aside from the override function

brave gate
#

there rest is up to

rotund scroll
#

which again, cannot be called in BP

#

so

#

it looks like there's no reason these classes exist in BP

brave gate
#

there's really not much more in code ๐Ÿ˜‰

#

BlueprintModifyCamera() allows you progress update

#

math is yours

rotund scroll
#

the math isn't the issue

#

the issue is that I can't tell the camera to use another actor for instance

brave gate
#

there's ProcessViewRotation() and UpdateAlpha(), yeah, that looks useful ๐Ÿ˜„

rotund scroll
#

I can't in the camera manager and I can't in the camera modifiers

#

yeah I don't have those

brave gate
#

I don't understand it, how you want to "tell camera to use another actor"? you get 2 transforms and blend them...

plush yew
#

Hi Folks - I am working on various materials for my arch viz project -- I have noticed that some of my materials import into UE4 just fine, others dont -- is there a chart that shows the proper suffixes to put on the different textures, so that UE4 knows what they are?

rotund scroll
#

@brave gate I might as well not use the camera manager or modifier classes then

#

I can blend those same transforms outside of that

#

that's kind of my point

#

there is no affordance in using the camera manager

#

unless you really want manual control over everything your camera does to your player character

#

anything else is off limits

#

I mean christ even the camera location and rotation of the manager are set to 0

brave gate
#

you can also do it level blueprint, sure ;)
all entire game in player controller :P
it also about separating code between classes that actually uses them

#

yes, in Unreal you either let camera manager just follow your camera component by setting engine flag or fully scripting

rotund scroll
#

yeah but since set control rotation is part of player controller and not player camera manager

brave gate
#

as "focus to actor" is fully custom script

rotund scroll
#

what's the point of pushing all those values to the camera manager only to have the manager use the player controller's set control rotation?

#

and the fact that the camera manager's camera is just some random camera instead of being the same as the camera in the player character is just additional weirdness

#

like why

brave gate
#

well, if you don't need rotating player capsule or updating position for traces coming from the controller point of view, you can skip controller rotation

#

but not every game uses this!

#

you could have third person game or RTS with totally different setup ๐Ÿ˜‰

rotund scroll
#

of course, but why is it then tauted as best practice?

brave gate
#

also in another FPP game I don't override controller rotation, I just use camera modifiers

#

you asked, if there are any advantages of using camera manager

#

I replied ๐Ÿ˜›

rotund scroll
#

right but the answer was misleading because in reality the answer is, "for the most part, not really"

brave gate
#

probably too focused on replying "use camera manager, it's good" ๐Ÿ˜„

#

no, the proper answer is "it depends", as always in programming and gamedev ๐Ÿ˜„

#

maybe I forgot about pointing that this time too ๐Ÿ˜„

rotund scroll
#

well of course it depends, but the way it was tauted was as best practice thing to use for all camera related needs

#

when in reality it provides no support for camera

brave gate
#

and yeah, I keep forgetting that some obvious stuff isn't actually exposed to blueprints, like 1 or 2 methods ๐Ÿ˜›

rotund scroll
#

it really seems like those classes were not meant to be extended in BP

brave gate
#

what I mean all camera updates are actually performed by camera manager or modifiers, forgot how important is controller rotation often ๐Ÿ˜‰

rotund scroll
#

so I'm wondering why that is even possible at this point

brave gate
#

but you truly doesn't need much more there.... more important here while you're working on camera is that you can read engine classes and better understand underlying mechanisms

rotund scroll
#

I do feel I need more functionality to justify the class in BP tbh

brave gate
#

hehe, no wonder

rotund scroll
#

as well as the decisions to keep the manager camera different than the player character camera for instance

brave gate
#

camera managment itself in UE4 is rough ๐Ÿ˜„

rotund scroll
#

I want it to make sense, but it doesn't

brave gate
#

well, it because you can have many camera targets in the game

rotund scroll
#

that doesn't really matter does it?

brave gate
#

pawn, vehicle with pawn, cinematic camera, focus camera, eagle camera, switching to security camera

#

it does

rotund scroll
#

you could solve that all with set view target with blend, a function that you can even only call outside the player camera manager

brave gate
#

it would incredibly stupid to put camera managment into pawn while you're using camera from different target

#

but that because of multiplayer architecture ๐Ÿ˜›

#

you change camera though the server which doesn't has renderer

#

and than change it's pushed to clients - which can update its cameras now

rotund scroll
#

even with all those cameras, you could easily have that as a function of the controller

brave gate
#

also pawn can be despawned anytime, so you can't have camera code there

#

but you can switch controller too

rotund scroll
#

I mean that's basically the way that it is now, because the set view target with blend function isn't callable inside the player manager

#

if you switch controller you switch camera manager anyway

#

since they are coupled

#

so idk what the point of that is

brave gate
#

but you can have a different player controller for Simulate in editor ๐Ÿ˜‰

#

and you can use spectator player controller to call regular camera manager ๐Ÿ˜‰

rotund scroll
#

that doesn't invalidate anything I said

brave gate
#

or use camera manager in Simulate without custom player controller

#

no

#

but if you write an engine code, makes no sense to put camera update in the player controller

rotund scroll
#

ok but can you at least concede there is no need for it in BP then?

brave gate
#

it wouldn't support all use casses

#

no

#

because theses classes are useful

#

I shipped game with blueprint camera manager and it was fine for me

rotund scroll
#

well you can still use it, you just can't extend it

brave gate
#

like with everything in Blueprints really ๐Ÿ˜‰

rotund scroll
#

idk it seems very much a very niche class

brave gate
#

"it depends" ๐Ÿ˜„

#

๐Ÿ˜›

mossy nymph
#

why wouldn't you be able to extend the PlayerCameraManager in BP?

rotund scroll
#

I'm trying to understand why you would

#

it offers no extra functionality at BP level

mossy nymph
#

PC can pick the PlayerCameraManagerClass

rotund scroll
#

so I guess... some camera modifiers?

mossy nymph
#

has some BlueprintEvents

rotund scroll
#

only for when it becomes view target

mossy nymph
#

so you can write custom logic in it

rotund scroll
#

I wish it had more tbh

worn granite
#

I think there's an obscure bug with BP PCM tho

#

I don't remember the details

brave gate
#

that's the Unreal way, no "blueprint camera manager limitation"