#ue4-general
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is there a material node that inverts something?
so if the input is 1 then its -1
multiply by -1
makes sense
also known as 1- node
OneMinus of 0.4 is 0.6
it says that in the wiki
im trash at math but im pretty sure the oposite of 0.4 is -0.4
oh wow. 1- works in materials, but i cant find it in blueprints.
it might be a material only option
its for materials
Does anyone know anything about creating an AI in UE 4? ._.
i just manually blueprint "add impulse" to my "dumb ai"
i use blueprint as well
"look at target" and "add impulse" but thats a terrible way to do it probably.
There is a decent behavior tree quick start guide in the documentation which seems to go into basic AI
those tutorials AI are much much smarter than mine also.
well when my AI collides with other AI's or objects it breaks
can you help me real quick?
do behavior trees all require navmesh ? i hate the idea of spamming navmesh all over the place
so i have this
displacement add in -10 does something and its the opposite of 10 wich is the value i have
but then if i just put the multiply to the add it does nothing
im confused
what do you mean
make a new empty 1- node. it will have a left input
dont use the multiply
im really not sure. but that worked for me.
may not work for you. probably may
your 1- looks different than mine
i didnt use a multiply node. thats why 1- does.
this 1- node inverts the fresnal direction
oh yeah ok
thats the limits of what i know. i barely made it that far.
thanks
could someone help with my AI?
im pretty sure there must be some videos on youtube
as far as i seen, none that help with them colliding ._.
hey guys how would I fix this teleporting thing
theres a long live in unreal yt channel about ui
watch it
depends on how ure rotating ur character
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 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
ye where would I do that I'm new so I don't know where I should be looking I was just following tutorials
look in your character blueprint for your input keys whatever you are using to make you turn around
then show me
no thats stuff in the blendspace or anim bp i was just asking about the inputs you use to turn with
@tawdry heath if you want an easy way to show ppl your BPs use https://blueprintue.com/ (as theyre quite blurry like)
well if you on pc you can click on "Open Original"
like w,a,s,d inputs in your character bp
there's this
Issa use VectorLengthXY instead of VectorLengthSquared
also Issa, is your blend space the character walking forward in different directions?
character is facing the same direction in each yeah?
its just foot placement differences?
are you asking if the character stays in place?
yes he is facing the same direction
with Walk_Left is the caracter facing forward and moving left?
@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?
No idea unfortunately dingoman
@normal burrow thanks, no worries
@rotund scroll https://blueprintue.com/blueprint/8p_0c2re/
if anyone knows of any rare resources on the replay system I'd love to see them. there's oddly not much about it.
@normal burrow yes my character is facing forward and moving left and is in place
ArmRotation is what
Does interpolation time have to do with anything?
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
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...
I think so too, thats why i was asking about the facing direction
it could be the pawn is rotating to face the movement direction or the animation. its unclear to me
here's the animation blueprint https://blueprintue.com/blueprint/g2alyuf_/
is it possible to convert an actor component to a scene component?
My project keeps failing when I go to package it. Can anyone help me please!
@rotund scroll what are you trying to do?
do you mean just change what the parent class is?
@red geode what does the output log say?
scrolling through the logs these are the errors I saw
-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)
@halcyon flame changing an actor component into a scene component without having to refactor its code
@rotund scroll C++ or BP?
bp
@rotund scroll well for starters, there's this in the details pane when you click class settings
yeah but is it free
@rotund scroll what?
@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
maybe back up your project if you're really worried
it worked fine, but unfortunately I didn't get what I came for
oh well
thanks anyway
i need some help with unreal
@tight needle sup?
@tight needle what is it can you show a screen shot ?
wait a sec
k
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?
Same thing happens to me
rip
where do i ask about beginner stuff?
unreal engine is like 10 gigs
does godot have the same ability to create real-time playable photorealism that is being advertised for UE4?
does anyone know much about packaging errors who could help me?
Try #packaging
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 ->
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 ๐
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.
So a lot of games use a toon stylised cell shader. To maker it look more like a cartoon.
You mean cell shading?
thats the one
usually it's part of the art direction
so they don't change it because it doesn't fit
if you had said outlines it'd be a different question I think
Yeah. I added it as something that can be toggled. To let player's decide how they want it to look
So you can have either a more realistic look or a cartoon look
But I can't find any other games that did it this way. So I can research potential hurdles
the main hurdle is that you have to make stuff look good twice
and yeah generally art direction is pretty unique and not something that is subject to choice in games
not counting the fact that you'd have to do everything twice
okay. So each time I make something new. I just have to make sure it looks good both ways.
pretty much
you might also realize that you game eventually will suffer from a split identity, but that depends on other factors too
if you're looking to build atmosphere art direction is just one part of that
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.
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 ๐
Yeah it makes perfect sense. Your right I may have to find a way to encourage it.
The idea behind it is people usually respond well the more they can control and customise stuff
it has to be something worthwhile
if it's trivial nobody cares
if it hurts the game people will complain
if they have too many options people will complain
better to make a good linear and unique experience than to try to cater to everyone
I see what you are saying. Maybe I should focus more on the other stuff.
what are McDonalds colors?
Where is a good place I can upload my game for free? Itch.io has a limit of 1GB and my game is 6
@hardy granite create a torrent link and make a website for yourself, direct people to your website. - pure self publishing.
i cant find a single tutorial for a non humanoid npc
using a charecter pawn for a non humanoid wont let mechange the rotation of the collision
and there is no non-flying movement controller for a pawn
im so frustrated >:0000
@hardy granite @marsh heath Itch does not have any such limit
You just need to use the Butler tool, instead of a direct web upload
@cloud cobalt thanks @hardy granite https://itch.io/docs/butler/
how do i control how sharp the blur between 2 different layers while painting terrains?
this 1meter fade between layers is a little excessive X_x
Adjust the weight value of the brush
thats 1 option, what about inside material editor options ?
something about clamp ?
ill double check brush options.
brush options are not nearly sharp enough
May need to up resolution rob
Not even brush falloff?
i solved it with clamps last year, and it looked really nice and sharp
falloff zero isnt even close
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
Well next question would be if you are using weight blending or alpha blending
well for 1 gun it is
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
but I mean: what if you have 50 weapons
how to you adjust hand_r position, how do you attach the gun
Each weapon should have its sockets
so 50 sockets?
The sockets should be on the gun
Or just enter a transform on the blueprint somewhere. Just was saying parenting to a fk bone is not something games fo
I did mean a socket attached to hand_r, sorry if criptic
my question is on how do you handle multiple weapons: multiple sockets?
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.
hand_r would be forward kinematic and jittery attachment point with interpolation. There be multiple ways
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 Fortniteโs 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...
Socket works as suggested by stranger
so you reverse, attach a mesh to a gun and use a gun socket instead?
Really both would work, reverse socket sounds nicer though
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.
So each gun just has 2-3 sockets for hands, finger etc and the hands mesh matches that
ok, so x 50 if you have 50 weapons
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
What type of blending rob?
well sorry. i really barely understand.
ill search youtube some more. its out there.
make a manual offset for each weapon actor ?
so you attach hand_r to the gun, correct? right now i'm attaching the GUN to the hand_r child
thats how i do my tools
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.
i dont efven use sockets, i just use "attach to component nodes" or attach to actor. but im probably doing it wrong.
help everytime I try to watch a tutorial I end up slowly falling asleep
1.5x playback speed
lol
Looks like landscape phys mats are broken in 4.24 too? da fuq
you need to select the animBP in the skeletal mesh of the actor you want it to run on
i already did that
still wont work
it does the idol animation
but nothing else
the even graph in the anim bp doesnt activate
maybe you didnt set transition rules in the graph
what are transition rules
hold on
yeah i did those
then idk
am beginner too
sry
You debugging @carmine garnet ? Setting the actor?
In PIE have you set up the character your playing as to the preview actor?
yeah
yeah its the preview mesh
holy shit its working
i restarted ue and it starteed working
๐คท
@frail sail How do I create a widget+viewport?
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. ?
this is fun
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?
whats a safe number of terrain blend layers ? im making a VR game. ill try not to do anything complex inside my materials
Hi
anyone any idea about saving a render target 2d into savegame and load it back onbeginplay?
@fierce tulip I take it your tweet is about the node prefabs plugin? :P
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.
Can I add a bind to a border's alpha value?
Pretty sure that has to be done manually
@dusky inlet you saw that too huh?!
so niagara is a "new" particle system? if im looking into using particles in my project, i should use niagara instead of cascade?
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.
Epic is starting to test Niagara in Fortnite so hopefully it'll become more stable soon... https://www.unrealengine.com/en-US/tech-blog/how-epic-is-integrating-niagara-into-fortnite
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.
I haven't touched it myself though, so just repeating what I read in the past.
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.
Niagara has significant pipeline commitment, as compared to cascade, where you are free to jump in and create an effect.
Would probably help to explain significant pipeline commitment
As in, what does that entail?
Oh that's what niagara is :P
I will have to give that a spin because my entire project is experimental and probably never finished anyway and it seems interesting lol
Might be good to move this to #niagara . I just noticed we are in #ue4-general :D
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.
If you're planning on shipping on UE4.24 or earlier then stick with Cascade... unless you're okay with Niagara bugs
Cascade is fine for simple emitters but Niagara lets you do interesting things with arbitrary data
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.
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...
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
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.
Don't be butthurt
lol
guys, how do I make a butthurt vfx?
sigh, i see so many ugly things when considering butthurt vfx

@fierce tulip crying butt made entire of particles
a butt crying butts
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?
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)
I've tried various hacky ways without success
@zealous spear saving the review into a server, I'd recommend a rest api
Random question, can I rename the unreal project file without having to open it? Idk if that would mess it up
@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
ok guys, thanks for help
i will look into it, now i gotta get a game working first and after i am thinking about other things
lmao
Yeah, I'd focus on the game right now and worry about how to get feedback later ๐
Can't get feedback if you don't have a game to put out ๐
I wonder if you could use google analytics for that ๐ค
I know you can send custom events to GA but not sure if you could easily do it via UE lol
Oh, thats an interesting idea ๐ค
Hey! is there any way to compile he shaders over multiple PCs?
my main pc is bad, but my laptop is imo not suited for that, but it has a really good CPU
does anyone here know how to add a simple health system in my project
@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
although if your PC sucks, maybe you should run UE4 on that laptop? ๐
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?
AMD A8 5600k vs. Intel i9 9x laptop hm... yes, but onboard GPU
@wooden leaf https://youtu.be/9CW46uMjch8 is nice
This is episode 44 of my unreal engine 4 beginner tutorial series, in today's episode we go over how we can create a simple health and damage system for the player character allowing us to set his health, take damage and kill the player if he drops below 0 health.
I also sho...
@worthy flame show > advanced > foliage
@worthy flame The show flags. Under Show -> Advanced -> Grass
(The show menu is near the same place as where you change lit/unlit/wireframe)
Right, it was Foliage, not grass
aah ok, thank you
guys any clue about this? can't set lightmap UV to be channel 1 even though it's present
Grass is for any Grass Type Actors in the scene.
How to change text in widgets?
in the details
yeah, wait short ill boot the editor up ๐
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 ๐
1 vote and 5 comments so far on Reddit
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
thx
yup thanks
guys any clue about this? can't set lightmap UV to be channel 1 https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1705997-4-24-light-map-coordinate-will-not-change-off-of-0
Since updating to 4.24 i have been experiencing an issue where I can not change the light map coordinate index off of channel 0 when assigning a channel for light maps. Channel 0 is the texture uv layouts and I have a custom channel 1 for lightmap channel. Each time i type in...
@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 ๐
yes solved, thanks @vale spade
alright, nice
@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. ๐ 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.
is there a way in bp to access a value from a static mesh material, so i can change the value in there
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
If i want to make voxel game like Minecraft. Should i use Unreal Engine 4 or Unity,Godot Engine...?
I would say unity is better for a game like minecraft
I suspect you would have similar challenges building that regardless of engine choice
(how to do the terrain, primarily)
Unity should be avoided
What about Godot Engine?
Any choice is good
Or bad
Minecraft style games usually have very specific architectures
Avoid real all thread haunting GC
Your definitely gonna need specific things though yeah.
Could always use https://voxelplugin.com on unreal
I donโt know enough about godot to recommend it or not
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
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.
Warnings on build finish?
yea, about overlapping uvs, but there's been many errors like that, and even now most of them aren't affected like this.
@frail sail it's bugged in 4.24, fixed for 4.25 ๐
Thatโs your issue then
jeez
Fix the overlapping uvs
why not fix on next hotfix for 4.24.2
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
@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
yayyyy
Everybody here needs to pray for 4.25 to be not like 4.24.
why the heck when i press play, i play as a camera actor
Didnโt set up your game mode correctly?
anyone know any good island heightmaps?
yeah, its top down, but it cant move now
all that i have used i have to edit them in photoshop, but they are spikey
Teragen is a old old one for islands
Have you tried editing in engine @worthy flame ?
@brave gate Ah, okay ๐ thank you ๐
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.
Np ๐
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
does anyone here have experience with FTP servers
a long time ago, why?
Hey guys what is the difference between "Play" and "Launch?"
One-click deploying your project to devices like iOS and Android for testing
oh launch just shows how the game will run in different platforms?
Can someone help me out a bit?
Itโs kinda like playing the packaged version without packaging it
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
What's the scoop on this ZeGypsy guy who suddenly appeared in the UT4 Discord? Apparantly an outcast from here...
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
ah one of those... thanks!
uh more than that but yeah
@grim ore are we talking head accessories?
@grim ore have you looked at infinity blade?
you can probably find a helmet or two
Can someone help me out with something?
did you ask the question krabs?
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"
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
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"
ye what chipmunk said. then
have your interaction on off set a bool to true false
check said bool in the overlap
I wonder if there is a node in flow control that can handle this without settings bools ๐ค
I'd check, but I'm compiling atm ๐
Oh, hold on, compiling just finished ๐
lol, that works ๐
So after the overlap event get a bool that checks if they're pressing R?
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
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
I have this but it's not working so I'm doing something wrong
Thats a good question
psure theya re stored somewhere
yeah krabs do the same for released but set to false
ye
@rotund scroll I didnt think about IB, hopefully I can find one thats not attached lol
Oke
I was just going to mention that ๐
Doesn't seem to be doing anything ๐ค
Timeline
@serene quiver
thanks
Woah, thanks!
how do i actually get the node @brave widget
Would've never figured that out on my own haha
nvm got it
that works, I had to check cause I was having a brain fart moment ๐
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)
Where do I get the blue set nodes? If I search set I get a lot of results
you have to make a new variable of type Actor
then you set it like i do
Like this?
Down hard to know what is going on there.
is there a line trace involved?
and krabs, no
variable type should be actor
Its just an aimoffset
Ah, gotcha
i've not used aimoffset really down, would probably look at what you are feeding it though
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
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?
The problem is only on the client
the local client character or remote?
The second player
Not the host
The host is fine
Everyone connected to the host is glitchy
its likely that its interpolating the angles
but
RInterpTo
you should try removing this completely.
InterpSpeed 0 means instant i think
do you ever use roll in that networked angle?
not at all
https://discordapp.com/channels/187217643009212416/221798806713401345/651299303746306060 @timid jacinth read this
believe its the same issue
the aimoffset is likely fine
one mistake could have lead to this
its the network interpolation
i say that with like 70 percent confidence because i'm not real knowledgable about networking in ue4
me neither haha
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
Rip kobe..
A quick sculpt with a landscape will probably get you faster results ๐ค
yeah or the tools High Tide mentioned
yeah i know about those
Any advice to help fix this?
ugh thought this was lounge sorry
thats not a height map if it's shaded
yeah @fading walrus
lightmap uvs can't reuse texels
I think there is a setting to have unreal generate the uv's for you
where do i find the setting?
how to reduce number of shader compiler processes? I want to have some cores free to stable system working
is there any benefit to doing camera related work in PlayerCameraManager as opposed to PlayerController?
Anyone had any success importing vertex colors in meshes in UE?
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
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 ๐ข
@exotic cave yeah I doubt you can import vertex colors, use the in editor vertex coloring instead perhaps?
yeah calicoastreplay, obj works
@rotund scroll : Can UE do that? I was not under the impression I could vertex paint in UE and then save the mesh
you have to tell it not to strip the colors though
sure, shift +2 in editor, or pick the vertex paint mode
@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? ๐ฆ
it looks like it was broken in a few versions cali
what version are you using now?
I'm on 4.23
and how are you expecting to see the vertex color?
are you reading them in a material?
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 ๐ฆ
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.
a second uv channel may be easier than vertex color if its not working
@exotic cave
@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
don't ignore and then you have to reimport after
Replace is the right answer i think
Give a moment, that snip isn't loaded yet
click it
I did
discord is broken af rn
It hasnt loaded for me either
have to copy url
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
Thanks for the help though, I appreciate it
@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
camera manager then as this the class actually calculating camera transform
Where are you seeing that setting?
usually you could override UpdateViewTargetInternal() to implement your own camera rotation
@normal burrow @cosmic panther Are both of you on the West Coast in the US by chance?
@brave gate so help me understand how the camera manager relates to the camera that is in the player character for instance
north coast
camera component in the player character (or anywhere else) it's just like definition only: component moving the actor + parameters
close enough
Ok, I'm having net troubles to, wasn't sure if you were near me and maybe our issues were related
@brave widget East
active camera is managed by player camera manager
Must be net issues nationwide ๐ค
trick with discord issues is to assume everyone else has them
its usually the case
setting active camera through player controller is just for convenience and player character is a typical place to put camera component
@brave gate so in terms of transform I use the transform component in the player camera manager to set rotation, location etc.?
Yea there is
but player character doesn't update camera ๐
I understand that
second question, setting a timer for a function that has a signature other than void?
possible in BP?
@normal burrow : I appreciate the try, but it's still white as the driven snow over here ๐ฆ Seems like the kind of thing that should have worked, really
cali has snow?!
mhmmm
sure
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"
@brave gate yeah there doesn't seem to be a built in way of doing this? at least not in BP
# 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
It's probably exporting it into the material then, I appreciate you taking a look
the one quad there at the bottom
Blender is such a s***show
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
There's a .mtl file it exports as well, I am quite sure it's getting dumped into that instead
I honestly wonder if I could literally just add it to the file myself for now
its not out of realm of possibility that blender things it belongs there though and that it'd be right still
@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
you could probably lol
OH NOTEPAD, MY ONLY FRIEND
@brave gate set view target with blend changes camera though, not view
Don't there need to be four?
that is how you would introduce two colors
then you just /1 or /2
to the verts on the face (f)
One per vertex?
v for example declares a vertex position
vt is a uv
vn is a normal
so when you see f
this means face
@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)
its saying first position, first uv, first normal 1/1/1
This is great information, you are fantastic
@brave gate ah hold on, with BlueprintUpdateCamera, does that tick automatically? can I get it to do my dirty business of interpolation?
yes ๐
shoot that's great stuff
it does take this calculation on camera update
right but I'd have to use something like RInterp yes?
exactly ๐
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?
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
I have no issue with just one camera
not 100% sure, always using camera in pawn in my games by default ๐
@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
but anyway some great knowledge and advice all around, appreciate it! I might ping you if I get stuck, if that's ok?
Only the .mtl file actually supports them
@brave gate
it does cali but my recollection of vp being vertex parameter and its use may be wrong
vp seems to be "parameter space vertices"
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
@rotund scroll if you really stuck or willing to save money for a good whiskey ๐ ๐ ๐
@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
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)
Okey srsly does anyone have a detailed course on how to work with anims?
so do you have 6 floats in total? per v line
Transition rules and everything
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
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
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
Assuming I can learn to set up the FBX properly, yeah. Right now that's even more broken than the OBJ
interesting
I really wonder if I should just bite the bullet and rent Maya or something that isn't Hell on Earth to use
Thanks a lot for trying to help. ๐ฆ This is the stuff that makes me want to quit doing indie game dev altogether and go be a construction worker
worse case, you could use mutliple uv channels instead with fbx. i know blender does this proper
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
Sorry, don't want to read through all the chat, can i ask what's the core issue here?
want vertex color from blender
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
I've done that multiple times.
how
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?
fbx?
Yes
hmm
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
Yes obj doesn't export vertex colors, but i don't see why you'd have issues with fbx?
Give me a moment, it may be a question of settings. FBX def has a different default scale than OBJ
Scale in blender for UE4 export should be set to centimeters with a 0.01 scale
I appreciate that
You can also just set the scene metric to centimeters
and avoid the 0.01
i think that is a semi new thing though
FINALLY
Okay, thank you both so much. I had to import as an FBX, then set that setting to Replace, then reimport the mesh
Proably, i've got mine set to meters sorry, scale 0.01. Centimeters would do fine
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
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
Probably ๐
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
ugh is it not possible to return something like the player camera manager already pre cast?
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
@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...
@calm widget : You fixed my problem, I don't think you suck at anything ๐
@rotund scroll what you mean? did you try SetViewTarget from player controller?
Hey guys how do you add a delay in a funcation?
does BlueprintUpdateCamera() returns True? it needs to calculations be applied
@tawdry heath that simple, you don't ๐
@brave gate it returns false
the camera is all fucked up and stuck in the floor when I do
how the hell does a timer work
@rotund scroll so it does work, your calculations set camera to the floor ๐
@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
@normal burrow , @calm widget : You gorgeous creatures, you've saved my world today
@tawdry heath https://docs.unrealengine.com/en-US/Gameplay/HowTo/UseTimers/Blueprints/index.html
but never use Set Timer by Function Name (providing string), use Set Timer and provide target function with CreateEvent()
A How To Guide for using timers in Blueprints.
That's not even a final texture, just my test grass ๐
@exotic cave Oh : ) Still looks great!
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)
gentlesubject
@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
right but if I then have to manipulate that inside the camera manager it's something of a faff right
maybe your interpolation make update "so slow", idk, it' called every frame, otherwise would be useless
pulling it all the way through the controller just to let the camera manager use it
it's assigned through player controller because of multiplayer-ready architecture
so the server could set it clients
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
confusing, but actual update happens in PlayerCameraManager class
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
to be honest, I don't know what/where you can pass ๐
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
but I can't even if I do that since I have no way of passing the parameters to the UpdateCamera function
yes, but you have entire blueprint to use, and cache actors as class variables ๐
and you could still call GetPlayerPawn() in this function, although obviously you don't have do it every frame
seems like a hacky solution
then why isn't it possible to pass the parameter to the UpdateCamera?
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
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
I am confused about the Player Manager Class in UE4. There is very little documentation about it online. I want to make a camera that lags behind my
... which again is weird, because it seems like the class has little to no purpose then
@rotund scroll works for me in the last few games ๐
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 ๐
but you started from asking about advantages of using camera manager, so I maybe got lured there ๐
right but we can agree then that updatecamera is not what I'm looking for?
have no idea what your's design is ๐
focus on another actor, other than the player character
otherwise do whatever the camera does normally
if you'd blend controller rotation in your player controller, than update in camera's manager has little or nothing to do
if you'd use camera modifier, than basically you add modifier to camera manager, and camera modifier class does to job for you
I find I get motion blur from the set control rotation
perhaps the trick is a camera modifier then?
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 ๐
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
seems like BlueprintModifyCamera in camera modifier has something interesting, as its target is "Camera focus other actor"
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...
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
it's just another mechanism to call camera... ekhem... modification
well yeah, but there's no exposition to modify the camera
you have GetViewTarget() in camera modifier
aside from the override function
there rest is up to
which again, cannot be called in BP
so
it looks like there's no reason these classes exist in BP
there's really not much more in code ๐
BlueprintModifyCamera() allows you progress update
math is yours
the math isn't the issue
the issue is that I can't tell the camera to use another actor for instance
there's ProcessViewRotation() and UpdateAlpha(), yeah, that looks useful ๐
I can't in the camera manager and I can't in the camera modifiers
yeah I don't have those
I don't understand it, how you want to "tell camera to use another actor"? you get 2 transforms and blend them...
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?
@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
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
yeah but since set control rotation is part of player controller and not player camera manager
as "focus to actor" is fully custom script
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
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 ๐
of course, but why is it then tauted as best practice?
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 ๐
right but the answer was misleading because in reality the answer is, "for the most part, not really"
probably too focused on replying "use camera manager, it's good" ๐
no, the proper answer is "it depends", as always in programming and gamedev ๐
maybe I forgot about pointing that this time too ๐
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
and yeah, I keep forgetting that some obvious stuff isn't actually exposed to blueprints, like 1 or 2 methods ๐
it really seems like those classes were not meant to be extended in BP
what I mean all camera updates are actually performed by camera manager or modifiers, forgot how important is controller rotation often ๐
so I'm wondering why that is even possible at this point
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
I do feel I need more functionality to justify the class in BP tbh
hehe, no wonder
as well as the decisions to keep the manager camera different than the player character camera for instance
camera managment itself in UE4 is rough ๐
I want it to make sense, but it doesn't
well, it because you can have many camera targets in the game
that doesn't really matter does it?
pawn, vehicle with pawn, cinematic camera, focus camera, eagle camera, switching to security camera
it does
you could solve that all with set view target with blend, a function that you can even only call outside the player camera manager
it would incredibly stupid to put camera managment into pawn while you're using camera from different target
but that because of multiplayer architecture ๐
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
even with all those cameras, you could easily have that as a function of the controller
also pawn can be despawned anytime, so you can't have camera code there
but you can switch controller too
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
but you can have a different player controller for Simulate in editor ๐
and you can use spectator player controller to call regular camera manager ๐
that doesn't invalidate anything I said
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
ok but can you at least concede there is no need for it in BP then?
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
well you can still use it, you just can't extend it
like with everything in Blueprints really ๐
idk it seems very much a very niche class
why wouldn't you be able to extend the PlayerCameraManager in BP?
I'm trying to understand why you would
it offers no extra functionality at BP level
PC can pick the PlayerCameraManagerClass
so I guess... some camera modifiers?
has some BlueprintEvents
only for when it becomes view target
so you can write custom logic in it
I wish it had more tbh
that's the Unreal way, no "blueprint camera manager limitation"
