#ue4-general

1 messages Β· Page 636 of 1

mossy nymph
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there are a lot of those

worn granite
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fair play then

brave gate
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camera management in the engine is simple basically, you have to script blends or camera focus manually every time, there's only one active view target at the same time + modifiers, that's all

mossy nymph
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those with common workarounds "do not bind the delegates in a constructor" are mostly benign

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i'd take a guess that when the Actor is instantiated from the BP template, the dynamic delegates that have any bindings in blueprint just overwrite the invocation list

brave gate
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@rotund scroll blueprints here aren't that much limited or convoluted, it's the engine thing, really ;)
good night πŸ™‚

rotund scroll
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@mossy nymph it just seems weird that you have to back and forth between controller and camera manager to do stuff like turn the camera and the fact that the camera in the camera manager isn't the same as the pawn camera by default

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it's just needless complications

mossy nymph
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there are some murky lines between pawn, controller and camera

rotund scroll
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it's supposed to be based on the 3Cs, so it would make sense if it was a MVC

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but it isn't because it seems like the camera manager is under developed for this purpose

brave gate
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many things looks like needless complications, I understood lot of them finally when I started working on multiplayer - then it really makes sense, engine handles a lot of stuff for you and many cases out of the box

rotund scroll
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and doesn't actually hold all the camera settings

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sure but not every game is a MP game

brave gate
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its not MVC actually, it's about how you would use things in different game

rotund scroll
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I said it wasn't MVC

brave gate
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yeah, but you can't make game framework to be multiplayer-ready and "single player simple" at the same time πŸ˜‰

rotund scroll
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I'm not asking for simplicity, I'm asking for one class to manage the camera, when currently 3 classes are managing the camera

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I'm pretty sure it's multiplayer independent

brave gate
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but you can't have it, for reasons pointed above πŸ˜‰

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nothing in gameplay is multiplayer independent πŸ˜‰

rotund scroll
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pretty sure putting all the logic for camera in the camera manager would have no effects on multiplayer

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then again what do I know

brave gate
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player character is just the actor to put camera component + sprint, not too much πŸ˜‰

rotund scroll
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yeah but then you also have set control rotation

brave gate
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yes, you don't know - that's right, no offense in that πŸ˜‰

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i.e. you need a method to set view target through player controller since it's "game logic" and this needs to go through server who doesn't use renderer and doesn't need view target

rotund scroll
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sure, but you don't need the class to be exposed to BP for that

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you can just call the function

brave gate
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what you mean?

rotund scroll
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like set view target cannot be called inside the camera manager

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set control rotation seems like a function taht should be a part of the camera manager

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the camera manager should have a more exposed link to the camera in the pawn

brave gate
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no, because set control rotation influences automatically player controller rotation and pawn rotation (if needed), so also rotating player collision capsule

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yes, in many cases you don't use player controller rotation to rotate camera

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you can disable it

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and get rotation from pawn

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it's really the engine ready for different kind of games

rotund scroll
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yeah but that again doesn't invalidate anything I said

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I'm not taking away functionality

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I'm just saying there's 3 classes that all have an influence on the camera when there should be 1

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or perhaps 2 if 1 isn't possible

brave gate
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but what you said would make things more complicated (giving more options), not simpler in general
simpler in the given case πŸ˜‰

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but you can skip different parts depending on your game design!

rotund scroll
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yeah but you can also write your entire game in the level blueprint

brave gate
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and pawn != camera

rotund scroll
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doesn't mean you should

brave gate
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it just happens to provide camera pivot πŸ˜›

rotund scroll
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even more the reason for camera manager to manage the camera

brave gate
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no, I didn't say I wrote entire game in level bp πŸ˜›

rotund scroll
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if it's independent from pawn

brave gate
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yes and no πŸ˜„

rotund scroll
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no I just took what you said to the extreme

brave gate
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oh sorry, it's late, I misread πŸ˜„

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what I'm trying to say: there are many different cases, so it's not like it would be simplify in game framework if we'd change to match your suggestion ;)
pawn can be destroyed/swapped/deactivated, so it can have camera managment
or you don't to pawn to be involved in any camera update (besides being an actor with camera component which is just glorified point in space with parameters), often you player controller to be part of the process

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and everything gets much more complicated to manage in multiplayer game (like: singleplayer you can do shit in many ways, bad ways - and game works, in multi you have to carefully design every gameplay feature)

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so the game framework is done in this way so it's possible to use for multiplayer and this alone enforces many solutions or "weird decisions"

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I truly understand your confusion, but it's not like you can put shit in 1 class, it doesn't make sense

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camera manager does collect all data provided and performs update of camera

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it does what it should do

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complications comes from supporting many game types out of box

mossy nymph
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well, the PC forwards the calls to PCM

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it doesn't actually execute the code itself

brave gate
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you could make it simpler if you would write game framework for a single game

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yeah, but you can't see that from blueprint hence the confusion πŸ˜‰

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if you the code, it's easier too see things πŸ˜‰

mossy nymph
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but the core game framework doesn't get many upgrades because that would seriously break a lot of projects during versions upgrades

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there are completely nonsensical functions in the core framework

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ShouldStartAtStartSpot, or something like that in GM

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= reason why blueprints can't force a respawn on different player starts

brave gate
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actually that can make sense πŸ˜„

mossy nymph
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and the function is largely useless

brave gate
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but it's again - if you make games similar to Epic ones, you can appreciate πŸ˜„

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or gets annoyed if not πŸ˜„

mossy nymph
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you mean if you make UT?

rotund scroll
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fortnite

brave gate
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multiplayer shooter πŸ˜›

rotund scroll
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I think

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or idk

mossy nymph
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the core framework is largely made to work for UT out of the box

brave gate
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it's not that dumb, many parts of it - if you're testing game for single mode, listen server, dedicated server, server travel πŸ˜„

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yep

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for me more annoying is lack of explaining all the connections between things in game mode, player controller, world, etc

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like spawning, possessing and activating pawn is super complex

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if not documented

brave gate
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that itself is easy πŸ˜›

mossy nymph
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its amazing it still had quite a few bugs

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@cinder iron managed to break the shit out of the spawning system recently

brave gate
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but then you have a long list of method called during start of game or server travel, so adding something to spawn mechanism - many types of behavior for different player starts

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try to make it work in all game mode cases πŸ˜„

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once you got it, you forgetting this after few days πŸ˜„

mossy nymph
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you at least have a common point to override the entire default behavior

brave gate
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mmmmm...

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but try to do something custom while loading another world, like transition level with gameplay
or transferring player pawn to the next world πŸ˜„

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it's all done with assumption "games uses loading screen with static background, that's all"

mossy nymph
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second bit is at least easy

brave gate
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yep, UT design πŸ˜„

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classic game design

mossy nymph
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you tick on seamless travel and travel to a level, it will work out of the box

brave gate
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it appeared easy, but there were many traps

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what will work, I'm not sure what you mean?

mossy nymph
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mostly being too smart for your own good, for transferring a player pawn, at least

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anything owned by PC will get dragged along

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provided you didn't override any default behavior of the destination gamemode, or changed a GM/PC class

brave gate
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well, actually, you can easily transfer pawn to the transition level, untouched almost and working
but reinitializing in the next world (actor with components itself) is already painful

mossy nymph
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sure, there are few annoying caveats to that, like player falling through the TravelMap, being in running animation and playing footstep sounds

brave gate
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there's nothing in engine logic to reinitialize transferred actors πŸ˜‰

mossy nymph
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(if you left everything default)

brave gate
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oh, that I figured out, changing state in transition world - if you spend like 2 days on understanding game framework spaghetti πŸ˜„

mossy nymph
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you can just call Reset on ServerNotifyLoadedWorld

brave gate
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but initializing components... you'd have do it manually, and it would behaves differently on listen server, dedidacted server, single πŸ˜„

mossy nymph
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if you want the PlayerPawn on default settings you should just reinstantiate it

brave gate
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yeah, but at every step was some trap

mossy nymph
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ofc it is, but most are extremely easy to avoid after you read the GameMode a dozen times

brave gate
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I agree, mostly, yeah

mossy nymph
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ofc, if you're doing blueprints, you're mostly screwed

brave gate
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but given that this framework is almost untouched for years, they should add tons of documentation to classes and functions

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it takes days from "why these morons did this" to "oh, I get this... it's useful in case XY-26" πŸ˜„

mossy nymph
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to be fair, most of the documentation is largely useless or even more confusing if you don't know the entire 10 function chain that gets called in some situations

brave gate
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tru dat

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I was even discussing with other programmer to try draw all connections and cases someday

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but task was done and we moved forward with life πŸ˜„

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ok, it's 2 AM here, time to go πŸ˜„

vernal dock
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hey guys i have a question

swift spindle
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the answer is "Boolean"

vernal dock
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how do you set the animation instance class via c++?

example:
getMesh()->setanimclass()

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when i pick up a weapon i need to change the animation class

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i cant find anything on google

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anyboddddy D:

swift spindle
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sorry.... no clue via c++ 😦

left citrus
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when importing an fbx, are the vertex indices maintained? Or are the meshes split into sub meshes and re-indexed?

fierce tulip
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stay the same

left citrus
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thank god for that

ocean wind
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I just managed to rotate my camera strangely, as in rolling it

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Not sure how to do that again though lol

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Probably a combination of keys I accidentally pressed

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Like this instead of the following:

vernal dock
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i figured it out!!!

exotic thicket
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The camera in the editor can roll itself if you roll the camera in game mode

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and after that it... just goes crazy because the camera doesn't support mouse controls unless it has the default orientation :P

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thankfully it resets if you go into play again and just make sure you don't roll it in there

swift spindle
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way to reset is select something and press F (does not always work) it's also called gimbling

exotic thicket
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oh good to know that that might help with it

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my game movement involves rolling on occasion so it's kinda annoying when it borks :D

ocean wind
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How do you actually roll your camera? I've only done it accidentally so far lul3

exotic thicket
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I have no idea, I think I actually looked in the shortcut list and I didn't see an option for it

ocean wind
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I cant find anything about it either

swift spindle
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you can create a camera and look thu that one and roll it

rotund scroll
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is there any reason an array.contain would return false when the actor in question has just been passed into the array?

ocean wind
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Yeah but I mean, what commands do you use to roll it?

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I can't really figure it out

dull hawk
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Hey, new to the channel, so HI! I have a quick question. I have been trying to figure it out for over a week now. I have several landscapes in a world composition setting. All of them allow me to paint/edit flawlessly, except for one. I have deleted and reimported but to no avail. I created all of my landmasses in World Creator. So would anyone have any idea why a single landmass would be having this issue while the others don't? As a side note, I started a whole new project in World Creator and attempted that one. It is only the one that I Import for this landmass's purpose haha

rotund scroll
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might be some weird import from world creator

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but idk

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it's a very niche issue

dull hawk
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I agree, I've never run into this issue before lol

blissful trail
uncut vigil
unique kraken
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is it possible to change the character collision to a custom collision or so?

rancid lynx
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Maybe if you make a new char from.scratch. im not sure.

unique kraken
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thats what im doing

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but i end up with the sphere collision

rancid lynx
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Capsule will look like sphere if its maxiumum shortness

unique kraken
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thats what i mean

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but i want accurat collision, or at least more accurat

thin tendon
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While using world composition is there a way I can get a sub-level (streaming tile) at a set location?

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For example if I want to load the level manually before re-spawning the player

blissful trail
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or both

marsh swallow
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So we moved to UDS for our Sky, everything is great and initially when setting it up, we didnt have any issues but after working a bit on it we now have flickering lighting/shadows depending on camera angle etc. Its very odd. it happens during play and when moving about the scene.

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Would this be something with shadow settings?

plush yew
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The laptop I tutor kids on got a virus so I backed up all of the kids' projects to my external HDD and my desktop. I'm going back to tutor my longest student tomorrow and remembered that I'd better re-copy all of his files back to my laptop. It looks like everything got copied except his project. Unreal doesn't happen to have some secret cloud storage that I've never heard of before, does it?

normal burrow
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unfortunately, I too am unaware of such thing existing, but I wouldn't expect there to be

plush yew
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hmmm

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well, normally I'd just stay up all night painstakingly recreating his project

normal burrow
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No source control?

plush yew
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but I have been awake for 30 hours

normal burrow
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ouch

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need it for tomorrow?

plush yew
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Source control like on github? because I tried but it seemed like that was only for lines of code

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Yep at 3pm. I think I'll cancel tomorrow. And they know I teach tuesday-thursday so I think I have until friday

normal burrow
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its for everything, but yeah there is also perforce

plush yew
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I think I found a data recovery program maybe that'll save me

normal burrow
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was it ransomware or something?

plush yew
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all I've done since the factory reset is install chrome, 10% of unreal4 and an nvidia driver

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whatever it was it was obnoxious and in chinese

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so I went and copied every personal file that I wanted to keep

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I wonder if its because there were two projects with identical names

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and it kept the one that was a year old or something

normal burrow
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you could search for .uproject files

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windows search thing

plush yew
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yeah they're all here except his project

normal burrow
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maybe its hiding inside another project or something

plush yew
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his old project with the same name is here though

normal burrow
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hm

marsh swallow
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@plush yew (data recovery specialist here) is it SSD or HDD

plush yew
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I believe my laptop is an ssd

marsh swallow
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how big was the project?

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how many GB

plush yew
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pretty small

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he's also my youngest student so there weren't many blueprints and he was using my low poly placeholder assets

marsh swallow
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you only installed windows and ue4

plush yew
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like 20% of ue4 I cancelled the download when I realized recovery might be possible

marsh swallow
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any windows updates?

plush yew
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looks like everything on the drive is actually an HDD

marsh swallow
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thats actually good!

plush yew
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I hit the defrag menu to find out and it looks like there's a drive called "recovery"

marsh swallow
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magnetic data has a decent chance of recovery.

plush yew
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is there a program I should install on a flashdrive to try to recover the project

fathom glade
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I'm having a problem that's driving me nuts.

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It should be the easiest thing... I'm trying to rotate my character up and down. This should happen through the function Add Controller Pitch Input, but my character won't do anything when I move my mouse up or down. I print the values and the values make sense, it just won't turn.

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Every tutorial that I follow does the same thing, it implements it this way, I made sure my axis input is exactly the same also..

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Anyone have any ideas?

normal burrow
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probably a dd is what you'd want to do right Darinius?

thin tendon
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When using world comp is there a way to let my level spawn before my player does? My player keeps dropping through the map

plush yew
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Darinius gave me a lot of great advice. I'm probably going to just postpone until friday and try to recreate everything we did over the past year. if I can't do that by friday I'm going to try some data recovery services

uncut vigil
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@fathom glade does left/right turning work?

fathom glade
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Yes... I really am not sure what caused the problem, I got so frustrated I just deleted the whole blueprint and restarted... And voila it started working again.

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I did it the exact same way, so something outside of the blueprints I think caused it.

jovial pollen
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Bazinga

plush yew
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@fathom glade this is one of my biggest problems when starting a new project and setting up movement/ camera interaction. You need to enable inherit pitch or something on the character BP.

jovial pollen
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Did you go into the camera itself and make sure the pitch thing was checked? @fathom glade

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What he said

plush yew
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that too. I have a custom camera setup that I do in all of my personal projects now but when I teach I always have to rake my brain for the random combinations of settings that need to be checked across all the character components

jovial pollen
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Welp its 11:15pm ima go sleep

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Gn guys

plush yew
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have fun

fathom glade
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Which pitch thing? Goodnight lol

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OHH!! It's called "Use Pawn Control Rotation".

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ahahah I see, so that was the problem. Thanks!

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Hallelujah! I can move and look around like a real game now πŸ˜„

pale yew
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Btw, does twinmotion have real-time raytracing?

plush yew
pale yew
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or is that a future feature?

plush yew
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If you know the anwser please @ me

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or dm me

normal burrow
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it sounds like the error explains it edward

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install vs2019

plush yew
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@normal burrow Just did that and still got the same error

normal burrow
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i'm unsure how to set the toolchain, one sec

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this happened when you try to create a project @plush yew ?

plush yew
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@normal burrow Yes

normal burrow
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Gonna get some rest but, someone may know in #cpp, I pinged you there

cinder iron
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what did I break now?

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oh yeah a spawn system

normal burrow
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Oh no

cinder iron
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just got tagged about it @normal burrow XD

normal burrow
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@normal burrow breaks the shit out of stuff sometimes too

modern sinew
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Ok, so my eventual plan once I finish the multiplayer tutorial is to allow players to build their own spaceships; one of the things I think would be cool is if players could generate gravity through centrifugal force instead of just a "This direction is down" marker in the ship editor.
A solution that I thought of that seems the simplest way is to get the rotation speed of that part, and say "Any object in this volume" (where the volume is the same one that keeps track of "oxygen level" and all that) falls towards the outside wall proportional to the rotation speed
Do you think that would work? is there an easier way to do it? etc?

normal burrow
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That’d be fine

modern sinew
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This is just sorta prototyping, as I haven't gotten near that far yet, but it's good to have a general plan for when you do

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do you think it would be hard to implement?

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or is it roughly as easy as it sounds in my head?

normal burrow
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Well

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If you set gravity to zero

modern sinew
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Gravity would be 0 by default, it's space

normal burrow
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Or if you just add force every frame opposite of gravity

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It’s the same exact thing with physx

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So it should be very easy

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Literally all you do is call add force every frame, tick use acceleration

modern sinew
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Also, a more complicated topic- is it possible to have a multiplayer setup where every player is at Local World Origin, so you can handle large scales in much the same manner as Kerbal Space Program? Or not really?

cloud cobalt
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No

modern sinew
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ok

cloud cobalt
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The server will have to use one origin for everyone

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So all server-side calculations will be inaccurate for other players

normal burrow
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You could network peoples local transforms to their ship

cloud cobalt
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Doesn't really matter - the server is still literally unable to compute accurately for them

modern sinew
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Not sure how KSP2's planning to have multiplayer, (let alone the oft-talked point of time warping), if you can't do the same origin-shifting trick as KSP1

cloud cobalt
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For what it's worth, KSP has the same limitation

normal burrow
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Yeah though could retain relatively stable interiors this way, still

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How much space you really need though?

modern sinew
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I also am thinking maybe you could have each sealed ship be its own worldspace? but that seems like it would make its own problems, especially once you include combat

normal burrow
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Have you heard of guns of icarus?

modern sinew
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no, but I can look it up

normal burrow
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They do a pretty seamless job of it

modern sinew
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are the worlds large in it?

normal burrow
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No

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Big 4 people air ships

modern sinew
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oh ok

normal burrow
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Battling

modern sinew
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but the ships aren't their own worldspaces, yea?

normal burrow
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Well if it’s crew

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They could all just be local to the ship they are on

modern sinew
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wym?

normal burrow
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It does get pretty complicated when it comes to physx

modern sinew
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ok

normal burrow
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What do you mean world spaces?

modern sinew
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level

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map

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whatev

normal burrow
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Idk what you mean but if all the things in the ship are relative to the ship it’s fundamentally the same thing

modern sinew
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You know how you have different worldspaces, right? like in a mario game, each level is a different worldspace

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isolated from eachother, loading only what is in that world

normal burrow
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Yeah dunno what you mean by sealed ship

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If stranger says you can’t have multiple worlds networked though I’d believe it

wary wave
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It is possible to use origin shifting in a multiplayer environment

modern sinew
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oh?

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is it hard?

wary wave
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Unreal cannot do it though

modern sinew
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oh

normal burrow
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It sounds like you’d be getting into multi server single instance

wary wave
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The server needs to compartmentalise the world into discrete grids, and handle transitions between grids

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Multiple servers is a good approach for it

modern sinew
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Anyway, p@t, what I meant was that when a player makes a ship, the game makes a new level that is a copy of the inside of that ship, and when you open the door to the ship you get teleported to the inside-ship-level

wary wave
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It's what systems like SpatialOS do

modern sinew
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ok

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Ambershee, do you know if creating a new world for the inside of each spaceship would cause more problems than it solves?

normal burrow
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Sounds like erlang time to me

wary wave
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I don't know if you're solving any problems at all

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Just making new ones

normal burrow
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Heh yeah

modern sinew
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it seems like it would reduce lag since you're loading in much less

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only the outside of the ship for the main worldspace, and only the inside of the ship for the interior worldspace

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Which would be especially helpful if someone decides to go super decorative and uses like 5000 props on the inside of their ship

normal burrow
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It’s the same thing as parenting really

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It would of course, take tons of effort to get unreal to not convert stuff to world space constantly

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Allow for a cmc that isn’t up right etc

modern sinew
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How would you deal with making sure players don't lag stuff?

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with high part counts

normal burrow
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Limiting them

modern sinew
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Well, sure, but I'd want the cap to be as high as I could make it without lagging, so I'd be happy to use some tricks here and there

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I suppose you could take all the structural elements like floors and walls and stuff and turn it into one mesh, right?

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that would help a bunch

normal burrow
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It is more than individual renders you have to worry of though

modern sinew
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It seems like turning 1000 small objects into one large object would certainly help

normal burrow
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Like it sounds like your gonna need a physics engine specialized for this stuff, so the overhead in any one object isn’t really something that could be quantified or optimized

modern sinew
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why would you need a specialized physics engine? space is suuper simple. No gravity, no friction, just "this engine adds x force in y direction"

normal burrow
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How many centimeters per second will you be traveling?

modern sinew
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Well, depends on how long they accelerate

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base of nothing tho; if we don't have planets we won't have to have orbital speeds

normal burrow
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Yeah but mass is still a thing and force is acceleration by mass. Physx in ue4 is cm per second per second

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So you get insanely huge numbers

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To have things inside it be stable, you’d need a separate physx sim entirely

modern sinew
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ok, you'll only have insanely huge numbers if someone decides to constantly accellerate, yea?

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they'll run out of fuel before it becomes a problem

normal burrow
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Depending on the mass of the ship, you could be limited by representable numbers just to accelerate semi quick

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If the ships mass was 10000kg to get it to speed up 100cm per second it’d take 1000000 force

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That a meter per second per second, not real controllable

ruby stratus
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So sometimes my unreal engine 4 crashes becuase of a X problem.
Now when I go to open my project again, I find that the game engine has restored it self to a time way before the crash happen, meaning it has deleted so much work which shouldn't have been deleting.
Like one time I wanted to import a new enemy into my game and there was something wrong with the rigging or something with this new enemy, so my engine crashed, when I open my project again it had undone all the work I had done on my 2 character and deleted some file which had nothing to do with me importing a new assets?

normal burrow
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You must save frequently MCnarmik

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Press the save all button

ruby stratus
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so the auto save doesn't save?

#

auto save is sat up for me to save every 10 min, but I've seen it go back way more then 2-3 hours

normal burrow
#

Auto save saves to the auto save directory as far as I know

#

It’s a fail safe I think.

#

Should still save all after you do anything

ruby stratus
#

so what should I be doing just hitting the "save current"?

normal burrow
#

There is also a button β€œsave all”

ruby stratus
#

where? o.o

normal burrow
#

That will save everything

#

It is next to the content browser I believe

ruby stratus
#

ohh I see it know

normal burrow
#

Yeah that one

modern sinew
#

Completed the Host Menu Graph lesson for the multiplayer tutorial and made some improvements. Namely, Making LAN v WiFi a toggle button, and having the player number loop around at either cap instead of just stopping

#

Not sure why those weren’t default

dark rune
#

How do I make a popup in a widget blueprint? I have prepared a popup widget that has a timeline where it will set visibility to 0 after some time.
It is kind of a 3d widget on an computer screen actor, but I want it to show sth when the player's health go down. How do I do that?

mint thunder
#

Hey guys can someone explain to me something
I opened a forest environment to see how they made it, and it confused me when i saw all the rocks(only) as blueprints.
All the rocks have their own unique texture material, plus a dynamic cover. Is this technique better for drawcalls?

#

i mean , when using many meshes with multiple materials but 1 of the materials stays universally the same. If you use them in a blueprint it saves drawcalls?

exotic cave
#

@mint thunder : Where are you seeing multiple materials there?

#

Unless the rock material is calling the grass material layer?

#

I would suggest that it's probably more about being able to customize the rock to share the same foliage cover as its surroundings than performance if so.

mint thunder
#

can't find it now, it's not in the materials used but it had a "dynamic cover" material ball in a section

#

so it's to change the textures and blend it better?

exotic cave
#

It's possible that the rock material calls the grass layer, do you know how material layers work?

mint thunder
#

very vaguely

exotic cave
plush yew
#

aye people,i think I'm not thinking straight about a macro

#

is there any way to set variables without them being exposed to the blueprint

#

macro library doesnt do that

#

You can't declare variables in function library either

exotic cave
#

@mint thunder : Material layers are, generally speaking, about reuse and customizability rather than performance. You can create that grass material once, then use it within other materials as a base or an accent without having to recreate the graph every time.

mint thunder
#

yes but that doesn't reduce the drawcalls right? i thought material layers are mostly used due to texture limitations from the shader

exotic cave
#

I would suggest not strictly focusing on the number of drawcalls as an indicator of graphics performance. πŸ˜„

#

Fillrate matters a lot.

#

Here's a lovely article I've been linking about next-gen grass rendering in UE, for instance. Describes a technique where the drawcalls increase by 47% and yet performance itself increases by 81%. https://80.lv/articles/creating-next-gen-grass-in-ue4/

Nils ArenzΒ continues his vegetation studies inΒ UE4Β and speaks about creating dense grass for next-generation video games withΒ minimal loss of performance.

plush yew
#

nvm,I found what the problem on my reasoning was

mint thunder
#

Well, i'm familiar with optimization techniques (lightmaps, texture size and modularity,shader complexity+quads, and culling) just trying to understand a bit more in depth, as i dont particularly use blueprints except from prefabs and some splines

#

thanks for the info though πŸ™‚

#

already checking the articles

exotic cave
#

My experience as a graphics developer indicates to me that fillrate is huge, possibly the most important thing. Drawing 10,000 huge triangles (particularly with transparency or other expensive shaders) can be far more intensive than drawing 1m small ones.

mint thunder
#

Yes i know with foliage that's the worst thing, bcz graphic has to render twice (or more) to show what's behind the opacity card

exotic cave
#

Yup, that's part of why that article describes what it does. The developer found that rendering a huge number of highly optimized individual blades of grass with small triangles and not so many transparent pixels around them was actually less expensive than a smaller number of traditional transparent grass cards - likely because every transparent pixel that isn't drawn still has to be tested.

#

I wouldn't get too hung up on optimization until you have to. "Premature optimization is the root of all evil" --Knuth

mint thunder
#

i think epic has a cool livestream of that explaining exactly how it is working

exotic cave
#

Link me if you find it, would love to see

mint thunder
#

1:15:30 is the gbuffer

exotic cave
#

Seems neat! I'll have to absorb it all, one hypothetical day in the future when I have time.

gilded lichen
#

Hello, Im having this issue. Dont know the best way to explain this so I'll just make a video.

zealous cloak
#

still having huge problems with nDisplay :/

marsh swallow
#

So we moved to UDS for our Sky, everything is great and initially when setting it up, we didnt have any issues but after working a bit on it we now have flickering lighting/shadows depending on camera angle etc. Its very odd. it happens during play and when moving about the scene.

exotic cave
#

@marsh swallow : Do you mean USD?

#

Universal Scene Description?

marsh swallow
#

Ultradynamicsky

exotic cave
#

Ah

marsh swallow
#

but i had this happen in the past with TrueSKY even.

exotic cave
#

I can't help, I have only used the UE base sky so far :>

#

Shadows seem stable with it generally

rotund scroll
#

amazing, ship it

exotic cave
#

I need to add rocks, trees, a few more grass types, maybe some ruins πŸ˜„

#

Honestly Epic should hire Koola because that video is just astonishing

cloud cobalt
#

What would he even do for them ?

vale silo
#

Training

tawdry storm
#

or make videos to promote the engine, but he kinda does that already anyway

rose depot
#

Hello, i wanna my buttons change the apperance of the charcter when you select it in the menus.
How i'm suppose to do that ?

#

Menu-> Character selection "character Selected">Load specific map for this specific character

fierce forge
wide basalt
#

Do you know of an interesting tutorial to learn Unreal and C ++ properly? I am tired of seeing superficial tutorials that only use Blueprint. I want to use Unreal as my main engine (currently I only use Unity).

tawdry storm
#

foreach loop for the array and for every item, set the material would be my approach @fierce forge

hasty stone
fierce forge
#

i want a mesh from this array to have material 1 and a another mesh to have material 2 , how i can do this ? @tawdry storm

rose depot
#

@fierce forge But where i need to use it ? "Widget" ? "Blueprint Map" ? "Character"?

fierce forge
#

it is on blueprint map

rose depot
#

ok Thanks i will try @fierce forge

tawdry storm
#

you could have a separate array for the materials

fierce forge
#

?

wide basalt
#

Do you know of an interesting tutorial to learn Unreal and C ++ properly? I am tired of seeing superficial tutorials that only use Blueprint. I want to use Unreal as my main engine (currently I only use Unity).
@wide basalt This is the right place to put this question right? Or there's a better channel?

cloud cobalt
#

Blueprint is definitely where you need to start

#

And then, you'll keep using it

fierce forge
#

@tawdry storm that's a spline

tawdry storm
#

I don't see how that changes anything

cloud cobalt
#

When you also need to use C++ on top of Blueprint, and you've already learned C++, you can look at the beginner C++ tutorials for UE4 speciifcally

wide basalt
#

Hm I can't understand why everyone recommends blueprint ... With blueprint I don't have the same control that I would have with C ++, or would I?

#

anyway, thanks

cloud cobalt
#

@wide basalt Blueprint is required for UE4

#

There's just not any not using it

#

You will have to use it to some degree, and it exposes most of the C++ API

wide basalt
#

One complements the other right?

#

hm

#

interesting

cloud cobalt
#

Yes, one complements the other. Doing a unique level script in C++ is stupid, doing your HUD in C++ is usually stupid

#

Doing physics simulations in Blueprint is stupid

#

Usually people use Blueprint to prototype for speed of iteration, then rewrite major systems in C++ for easier reusability, better tracking of changes, and performance

wide basalt
#

So these tutorials out there using Blueprint are a good start, right? Or you recommend some?

cloud cobalt
#

Blueprint tutorials are a great start

#

If you're fluent in C++ and want to move to that later, the official doc page has a lot of C++ considerations

#

If you aren't a C++ programmer already, you'll find that learning it just for a UE4 project is going to take you nowhere

dusky drift
#

Hi, can anyone suggest a good beginner's tutorial for scene building using Quixel Mixer?

wide basalt
#

Thank you @cloud cobalt . I will start my studies today.

hasty stone
#

Hi, is there a way for us to create a character that has a 2d side rotation based on physics
@hasty stone

hasty osprey
#

quick help i made a physics asset for cloth collisions but then i deleted the skeleton it was using

#

now it is assigned to a basic cube skeleton how can i assign it back to my original skeleton which i have reimported?

gilded lichen
#

Hello, Im having this issue. Dont know the best way to explain this so I'll just make a video.

#

I want maxhealth,name and progress bar but there not showing why is this?

exotic cave
dusky drift
#

@exotic cave thank you. This should help

exotic cave
#

He has a few of them, look like really nice work

real patrol
#

ok, so i have one plane, half is one material, half is another material. can i make it so they blend in the middle/fade into each other?

serene quiver
#

Can someone take a look at a blueprint and tell me what I'm doing wrong?

grim ore
#

otherwise if it's one material / mesh with the UV's set up correctly you can just try doing it in material using a lerp between the two based on the UV coords

oblique tangle
#

is it possible to release my project without building lighting or anything?

grim ore
#

sure, your project is your project you can make it look like you want.

#

if you mean not use light building you can switch to movable lights instead of static lighting

oblique tangle
#

i dont really need any lighting currently, i just need to release it to get it to a playtester

grim ore
#

yep nothing odd about that, package it up and send it away

oblique tangle
#

okii, ill let you know how it goes

marsh swallow
#

thats.... not going to work. lol

void kraken
serene quiver
#

How do I copy paste the blueprint then?

marsh swallow
#

plus a description of whats NOT happening.

#

literally copy the nodes from the BP

#

its all plaintext.

serene quiver
#

Hmmmm, ok

#

If I press R (Interaction) it seemingly does nothing

drowsy turtle
#

can someone help me with adding languages to my game?

#

I dont know how string table works

paper crest
#

dayum, unreal should stop running twice when u run em

#

dat shiet can make people crazy πŸ˜„

oblique tangle
#

any1 know why this isn't packaging? I've got no clue and it's really late

paper crest
#

cant read, too smol

oblique tangle
#

It says I have 115 errors??? Kinda confused by that lmao

wary dew
#

i'm not sure where to ask this specifically, but is it possible to have an unreal engine project run on xbox one without actually having to publish it to the store or something?

exotic cave
#

@oblique tangle : Not really sure, but I'd guess start with these lines I circled:

serene quiver
#

How would I make a pause system? For now I wanna just make it basic and make it that if you press P it freezes the game.

wary dew
#

@serene quiver there's a blueprint node that literally freezes game time, you can just do P Key > Flip Flop > Set Game Paused Y / N

serene quiver
#

Oh, nice!

#

Thank you!

#

How would I make it unpaused?

cosmic panther
#

@serene quiver he was showing you a flip flop makes it pop up and then you click the button again it closes

sweet relic
#

@light lintel basically the gamemode is for defining the rules of the game or level. It lets you easily set things like what the default player pawn is etc

serene quiver
#

I press the button I have bound to pause again and it does nothing

sweet relic
#

@sweet relic ya a gamemode is part of the base engine functionality, you dont actually have to do anything with it

#

you would want anything player related in the player controller/pawn, anything to do with the state of the game, you will want to track in the GameState

#

@serene quiver select the input node and check "execute while paused"

uncut vigil
#

Would you put save/load game functions in the gamemode?

serene quiver
#

Ah, thank you!

sweet relic
#

@light lintel for a single player game it doesn't really matter.

#

@light lintel player health, ammo, score: Player pawn
world time of day, global scoreboard, current wave: gamestate

abstract relic
#

Isn’t game mode server side only anyways?

sweet relic
#

@light lintel and yes the gamemode only exists on the server

#

health ammo should be in the char bp

abstract relic
#

I’m assuming you mean for storing as an external for saving/loading

sweet relic
#

@light lintel it depends on the context but generally this is done via traces:

serene quiver
brazen hull
sweet relic
#

@serene quiver You have to set it in a game mode asset that you have created or by setting "GameMode Override" in the level World Settigs

#

@brazen hull Viewport top-left dropdown > "game view"

serene quiver
#

Ah, thank you!!!

sweet relic
#

@light lintel you can use regular collision as well (which is what you are describing)

brazen hull
#

ty

sweet relic
#

An overlap/hit event will fire once for every object that hits. Or you can use a multitrace to get an array of all objects that hit and loop through them

misty creek
#

@brazen hull Going back a few posts you can also press g when in the viewport to switch to game view

knotty summit
#

when 4.24.2 will be released?

primal geyser
#

when 4.24.2 will be released?
@knotty summit I wonder too πŸ˜„

#

too many bugs

serene quiver
#

How would I make something that constantly pushes the player forward in the direction they’re facing?

primal geyser
#

something, like an object or as in inputactions?

serene quiver
#

Inputaction

primal geyser
#

bind keys in project settings, i.e., W as inputaction moveforward

serene quiver
#

Yeah I have a key bound, my idea is like β€œYou press G and then it turns on a flip flop that alternates between pushing the player forward and not”

primal geyser
serene quiver
#

I can get them to move, I want something that constantly moves the player forward even if they're pressing nothing on their keyboard

plush yew
#

i can't recreate it now, but i was using these exact nodes and settings, and it printed a 0, multiple times

abstract relic
#

Just out of curiosity. Why are you rounding for a print. Wouldn't that defeat the purpose of debugging?

plush yew
#

I was originally using the -1 in my jumping code

#

so since i was confused i made this specific sitaution to test if a -1 int would result in 0

abstract relic
#

You are giving yourself false report

brazen hull
#

Whats the best ways to optimize. Ive already made lods and optimized lights. Does material optimizing matter like really alot? currently all mats are at 2k

plush yew
#

@abstract relic how so?

normal burrow
#

oof

abstract relic
#

Printing is just that, printing. Doesn't affect the logic of your code.

plush yew
#

yes, clearly

normal burrow
abstract relic
#

so by add print specific logic, you are changing the report to something that doesn''t exist

chrome ivy
#

Hello there!

plush yew
#

i wasn't using a print at all in my previous situation

#

the print isn't related

abstract relic
#

imagine if I multiple the int by 7 for the print, but didn't apply it to the logic itself πŸ˜›

#

it with always print x * 7 instead of the actual number: x

plush yew
#

i'm not getting this at all

chrome ivy
plush yew
#

it's a simple situation. the round gave me 0 an hour ago, and it's giving me a -1 now. Using the same code. The result has changed, the code hasn't

#

there is nothing that should make the end result change

molten path
#

@plush yew are you sure the code hasnt changed?

plush yew
#

100%

normal burrow
#

frog

plush yew
#

int isn't being used by anything else either

normal burrow
#

try the configuration i have

#

draw the line to the string

plush yew
#

yes, it will result in -1

normal burrow
#

did you try it tho

plush yew
#

i did not, sir

#

hold on

molten path
#

@plush yew does it say anything when you try to compile it?

plush yew
#

no

molten path
#

quite weird indeed

normal burrow
#

have a feeling your gonna get zero with the direct print too

plush yew
#

nah, it's a -1

normal burrow
#

confirmed?

plush yew
#

yes

normal burrow
#

i'll look at the round node code

plush yew
abstract relic
normal burrow
#

lol

plush yew
#

am i being japed?

#

@normal burrow can you screenshot me the code for the round? I don't have the stuff installed to open it

normal burrow
plush yew
#

oh, i figured you were going to look at the cpp code

normal burrow
#

yeah i was but its not highlighting

#

eitherway it prints -1 in both cases for me

plush yew
#

yeah, i can't recreate the 0 result either 😐

#

very confusing

normal burrow
#

i am 95% confident that you had a bad default saved in the level

plush yew
#

What's that about?

serene quiver
#

I made a widget for a pause screen, how would I make it go away after the player unpauses?

normal burrow
#

like your actor or whatever was saved for test int to have 0 instead of -1

plush yew
#

well, originally i was using another variable

#

and it got it's value from a player axis input, and converted that to either -1, 0, or 1

#

however in case of -1, it would also return 0

#

Kind stupid i didn't keep that code

normal burrow
#

can tell you

#

that would never happen

#

if were talking explicitly of -1 integer casting to float, then ran through the round node and converted to int

#

this will never be anything but -1

plush yew
#

that's so weird

normal burrow
#

even a ceil

#

-1 is represented well enough to where its not gonna eval to zero

plush yew
#

I did have a bunch of other variables I was using that had their name change on ocasion

normal burrow
#

so you definitely had some strange default issue or heirarchy

#

yeah zero

#

this is the default for int, when your dealing with hierarchies of parent classes and such

#

sometimes these things get stuck at zero

#

I don't know exactly how to trigger it, but can assure you that the math there does not work in the way your thinking it might

plush yew
#

So what is it like then?

#

also had this variable randomly add an extra "to" in the name. had it before in a totally different project

#

said, jump impulse defactoto

#

recreating the set node would solve it

abstract relic
#

Guarantee it's merely user error as pat said

plush yew
#

also, generally i feel like sometimes i get weird situations that don't make sense. i get result A, i change a variable, get result B, change variable back, i get result C. stuff like that

#

well i can't do much about it.

#

if it happens again, i'll be sure to record some proof

#

because there's no user error in making a print string with a rounded int, and using it again an hour later

normal burrow
#

well as HighTide also mentioned, don't complicate things with logging the wrong way

#

If you log only to find an error you expect is there, you very well may end up finding that the expected behaviour also fails

grim ore
#

what they were saying is if you are not testing your actual output value then you can introduce error

normal burrow
#

well not just that matheww

#

testing the round and not the int

#

like you want to test both things

grim ore
#

assuming he was rounding before then that would be fine it just seems like he is recreating it in another spot which was the issue being pointed out

plush yew
#

i did test the int by itself when it happened

grim ore
#

but yeah not testing input as well as output might be an issue

plush yew
#

no rounding

#

but i didn't set the value, no

#

i'm not seeing how that should make a difference

normal burrow
#

well you print int -> string and int -> float -> round -> string in the same line

#

and you know the values are different

#

shouldn't be paying attention to just the value, your looking for difference

#

just advice though

grim ore
#

if you have code in part A of the stuff then later you recreate the same code in part B for debugging purposes something could have happened between to give you unexpected results

plush yew
#

yeah it could have

#

but it shouldn't

grim ore
#

yep but its not failproof

#

so should never assume it should be

normal burrow
#

ye what matheww said

#

only thing to assume is source control

grim ore
#

it's the same issue where you pull off a pure node twice and expect the same results not understanding a pure node is ran twice in that case uniquely and can return differing results.

#

random number nodes are notorious for that confusion lol

normal burrow
#

yeah, its just specific to -1, this is a value that is well represented by float

plush yew
#

well that one makes sense to me

normal burrow
#

like i showed, ceil -1 gives you -1

plush yew
#

doesn't ue4 keep automatic backups of old files?

grim ore
#

sometimes it will auto save

plush yew
#

i have 20 versions i can check

#

seems like a good place to start

finite grove
#

Would it be possible yo make a game in the β€˜God Game’ genera, similar to something like Populous or Black & White with Unreal Engine 4?

digital anchor
#

sure, but many things to take into consideration

fading vector
#

In a 2d game, if I wanted to give the player options for player and weapon skins would I just need to create art for every possible combination and make animated sprite out of that? or is there another way?

#

Also please don't flame too hard, im pretty new to this πŸ˜›

rotund scroll
#

anyone had an issue with arrays in blueprint returning null even though there are actors in the array?

digital anchor
#

namely terrain, characters, pathfinding, and networking would be things that would need to be completely custom

wicked hound
#

anyone have a diagram of button mappings on the oculus quest/rift s touch controller?

finite grove
#

I figured characters and Terrain would have to be custom... thing is, i hoped for a Black & White 3, but EA put the Kibosh to that. And no one has ever made a game like it sense.
No β€˜Omauge’ or β€˜Spiritual Successor’ has ever come.... i know i cant possibly be the only one that loved those games...

#

So i’m thinking about trying to make one myself..

abstract relic
#

As far as technical? Sure, nothing stopping you there

#

IP is a different story, best to make your own obviously

rotund scroll
#

omauge?... you mean homage?

plush yew
#

@finite grove From what I have seen up until now from the engine (I am practicing since some months) I would say it's absolutely possible. Doing this alone though is another thing since B&W with all it's freedome and godly feelings could be a lot of work (assuming you want to create an athmosphere which can address nowadays standards),

#

A lot more than a linear shooter that is.

finite grove
#

@plush yew I might as well try, no one else is going to do it... πŸ€·πŸ»β€β™‚οΈ

plush yew
#

Sure, go ahead. I'm waiting for B&W3 anyway πŸ˜‰

finite grove
#

@plush yew No promises.. πŸ˜‚

plush yew
#

If you are going to start you may want to post some results in the unrealengine reddit sub. I'd like to see some impressions. Even if you don't finish it, it might spark some motivation in others.

#

So no pressure. ✌️

finite grove
#

@plush yew I found a thread recently on the BrightRock forums. Seems after finishing War for the Overworld(a Spiritual successor to Dungeon Keeper) they were playing around with the idea of tackling Black & White next, but there was a disturbingly low amount of interest in the project, so i dont think they’re going to pursue it...

#

Real shame, actually... i shared a link to the thread in a couple of B&W communities, but clicking the link, creating a free account, and making it known that you would be interested in them doing it would rake effort, and the internet generation hates putting effort into things.. πŸ€£πŸ˜‚πŸ€£

plush yew
#

Looking at the one game BrightRock created until now I would not be sure if a Black & White is something they can pull off. Totally different art style and "reusing elements from a dungeon management" for a B&W successor might shruck people off. Maybe it's not lazyness but quiet criticism. Just my 2 ct.

finite grove
#

I considered that.. but my mindset is even murky water is worth trying in a drought... might kill me, but dehydration definitely will, so i’m take a lick... if you get my meaning..

plush yew
#

guys im too lazy to learn game dev. help me

#

I'm no native speaker so actually I don't get it πŸ˜…

grim ore
#

@plush yew hire someone to do your game dev for you

finite grove
#

@plush yew Youtube tutorials..

plush yew
#

i am too lazy to watch them and copycat them

#

😦

finite grove
#

@plush yew you’re lazier than me... thats an accomplishment..

plush yew
#

ive done that often in past

#

so its not something new to me

finite grove
#

@plush yew its probably better than nothing, is my meaning. Worth rolling the dice..

#

@plush yew then hire someone. Doing the work yourself is cheaper though.... a lot cheaper..

plush yew
#

i am just a ppoooor kid

finite grove
#

@plush yew but i also liked War for the Overworld.. πŸ€·πŸ»β€β™‚οΈ

#

@plush yew then you’re f***ed..

plush yew
#

@finite grove I understand. But can't relate. If there is a successor I would expect great graphics and a more developed gameplay than in B&W2 at least.

#

wanna switch from poor lazy guy to rich lazy game dev studio guy

finite grove
#

@plush yew OH! You wanna be CEO? Have you tried KickStarter?.. lol

plush yew
#

you need to show something for that

finite grove
#

@plush yew all you need is 15,000$

sweet relic
#

@plush yew gat a business degree

plush yew
#

kickstarter wants 15k?

#

I'm out so far. Btw don't feed the trolls.

#

trust me, no trolls here rn

finite grove
#

@plush yew nah, i thought you were referencing kid that started the B&W3 campaign...

plush yew
#

black and white 3?

finite grove
#

He wanted 15,000$ and to be CEO of his own company... and our reward for helping him achieve that dream would have been β€œa Black and white 3 game copy”.. but i wanted Black & White 3 so i didnt give him my money.

#

@plush yew Sorry, he looked hungry.

plush yew
#

wait what..

#

copy but not copy?

#

midyin i am not trolling

cosmic panther
#

Anyone know how to export a Render Target to a PNG

brave widget
#

Should be able to right click, Asset Actions -> Export
May not save as a PNG, but at least some image format

cosmic panther
#

its a HDR format I want it as a PNG (There is function called Export Render Target, But its not working it exports but still as a HDR, even though i classified it as a PNG)

brave widget
#

Hmm, is this something you need to do this one time, or a feature for your game to save screenshots or something?

cosmic panther
#

because I want to download it as a transparent image

#

No, its capturing my character for the main menu, But I want to be able to export to PNG to put it on my website for a transparent look

brave widget
#

Oh, I see. The best idea I have is to save it as the HDR format. Then open it in photoshop and cut out the background. Unless its distorted πŸ€” Not optimal, but could work
Or maybe put a green plane behind your character and save a high quality screenshot and chroma key out the green πŸ€”

cosmic panther
#

I've already done that, but it take out a lot of time to cut the background out on hundreds of weapons. Like if I add new weapons or character i want to be able to do a one click and upload it to my website

brave widget
#

Makes sense, but I think you may be out of options sadly. I think the export render target just does the same thing as a normal export. Specifying PNG in the filename doesn't tell it how to be a PNG unfortunately. Doing the greenscreen method will help save time cutting out the background. Unless someone else has an idea, I think this is your best bet πŸ€”

#

I'll keep thinking though

cosmic panther
#

On there website it says you can export it as a PNG but they dont explain

brave widget
#

Send the link to the page?

brave widget
#

" (depending on the format of the render target)"
So we need to figure out how to get the Render Target in PNG format and I don't know how to do that πŸ€”

wary wing
#

You could convert it to a static texture then export that as a PNG

brave widget
#

Open the render target and you'll find "Render Target Format"

cosmic panther
#

it says it has to be in a LDR format to be able to export to PNG

brave widget
#

I think RTF RGBA8 is a good choice πŸ€”

wary wing
#

For reasons unknown to me even 8-bit (per pixel) RTs will only export as HDR

brave widget
#

Hmm, if thats the case, then there is either a bug or the website is wrong πŸ˜›

stuck chasm
#

Does anybody have a updated version on how to get started with Oculus Go Development and Or the best version for Oculus Go Development?

wary wing
#

Or both πŸ˜„

brave widget
#

Yeah, or both πŸ˜‚

wary wing
#

But converting to a static texture first may perhaps be an acceptable workaround?

#

Those can definitely export as PNG

#

(Provided they are an appropriate format, so the RT that creates them should be 8 bit per pixel)

rose depot
#

Hey, is it possible to change the current game mode in the same map ? Exemple: "Menu Game Mode" to -> "Play Game Mode"

sweet relic
#

@rose depot in world settings you can override the game mode for the map

kindred viper
#

@rose depot no the game mode is static to the level. But what you can do is have a game mode with booleans to do different tasks on demand

#

unless you didn't mean at runtime, in which case, what urist999 said

rose depot
#

@sweet relic How can i do that ?

kindred viper
#

where your detail panel is in the Level Editor, there is another tab for World Settings

rose depot
#

I mean to overide the GameMode

normal burrow
#

may have to navigate to it in window thing at the top

#

ah the game mode is set where you see the blueprints button at the top of the level thing

#

you can set a game mode override per level as well as the default

kindred viper
normal burrow
kindred viper
#

oh yeah its disabled by default I forgot πŸ˜„

normal burrow
#

this is what i meant by blueprints button btw

#

can set it there as well

kindred viper
#

never noticed that before

rose depot
#

My thing is: On Clic> Play This character
But the problem still the default character is linked with game mode.
Per exemple in the game mode the character is a Male, but if i select in the menu character 2 "On Click" > i want to play the character 2 and the chara 2 is a female

kindred viper
#

you can't do that

#

GameMode is set in editor/code at design time. It can't be changed for a level at runtime without loading a new level

rose depot
#

i can only change the appearance of the rpg classes ? But how ?

normal burrow
#

believe danny

#

you need to have the game mode pick the character

rose depot
#

@normal burrow I Want a specific button to do job > Warrior-> Appereance Warrior, Button Mage Appeareance Mage

#

So this button better to be in the main menu

abstract relic
#

So make the button? 😜

rose depot
#

But my problem is. To spawn with a specific appearance.

orchid marsh
#

Set the desired mesh as a variable in the game mode set by the button - have the pawn query the game mode in begin play for the correct mesh to use

abstract relic
rotund scroll
#

does anyone know why I get variables and arrays from a class to return null even though they are set in the class?

rose depot
#

Well Thanks for the help btw

wooden leaf
#

has anyone got this inventory system to work from this video tutorial. https://www.youtube.com/watch?v=yxqSkFNAzE0&t=535s

In this new series I go through a method of creating an inventory system, similar to a survival game. In this first part I introduce the system and go through the process of setting up some key assets that we will need going forward.

There are unlimited ways to create a tuto...

β–Ά Play video
stuck chasm
#

Can someone help me with a vr launch error?

#

LogPlayLevel: Error: ERROR: Android toolchain NDK r18c not supported; please use NDK r14b to NDK r18b (NDK r14b recommended)

#

Oculus Go launch

abstract relic
#

Those are the best errors. The ones that tell you the problem and provide a solution off the bat.

normal burrow
#

It sounds like NDK r18c is not supported yeah. You probably need r14b to r18b. Would seem r14b is most preferrable.

rotund scroll
#

I'm having issues with a BP class whose variables are checked in another class are returning null instead of their set value

#

what could be causing this?

scarlet birch
#

Are you getting the variable value from an instance or from class defaults?

rotund scroll
#

instance

scarlet birch
#

First thing I'd check is that the reference to the instance is valid.

rotund scroll
#

both are actor variables inside a component

#

it is

#

I'm literally checking that as the first thing in a helper function

#

the value returns false regardless

#

could it be because it's inside a component?

scarlet birch
#

Maybe. Without seeing it, it could be any number of things.

rotund scroll
#

I mean I found out during debug

#

so "seeing it" is only as far as seeing that a variable isn't set when checked when I do set it a few frames earlier

vernal dock
#

do you NEED a plugin to connect ue4 to a mysql database?

brave widget
#

It does not do it natively, so yes, you'd need some sort of 3rd party plugin/source change to do that @vernal dock

vernal dock
#

@brave widget u recommend any free plugins

brave widget
#

How could I? I haven't connected UE4 to a MySQL database. I don't even know if one exists. You may have to create it.
What about SQLite? I know there is a built in plugin for that I think.

vernal dock
#

send me the link to sqlite

#

please

exotic thicket
#

Curious why you'd want to use MySQL? If you plan to distribute your game/app you'd need to install MySQL on each user's computer too

#

(just wondering)

brave widget
#

You can't google how to setup SQLite?

vernal dock
#

im just curious about how to connect a game to a database and i am mosy comfortable using a mysql database

exotic thicket
#

Ah I see :)

vernal dock
#

i will @brave widget sorry im a little drunk

exotic thicket
#

Yeah SQLite is probably what you would use if you plan to distribute your game... It's basically a lightweight database which just uses a file as its backend

brave widget
#

SQLite usage is not that different from basic MySQL. You'll have more problems trying to get UE4 to work with MySQL than you will with SQLite

vernal dock
#

thanks guys ill check it out!

#

now with this sqlite will i be able to query a database i set up with xhampp on localhost

brave widget
#

You should be able to. SQLite can be used very similar to MySQL in terms of web stored data. Its just a matter of setting up your program to read SQLite databases.
And I think SQLite is server agnostic as well. In the sense that you don't install a SQLite program. I could be wrong on that last part though

wooden leaf
#

Yes, He is, that would mean that veryone running his game would have to have a web server on there pc

brave widget
#

You could setup the install to install one automatically, but I HIGHLY recommend never ever doing that. You open them to a host of security vulnerabilities. πŸ˜›

wooden leaf
#

The only way he could do it is reference the sqlite.dll file in the game program and I don't know if that's possible

brave widget
#

Of course its possible πŸ˜›

vernal dock
#

@brave widget beeeast

wooden leaf
#

Oh, ok, all you need is that plugin then

brave widget
#

The plugin comes with UE4

#

I have no idea if its enabled by default or if I did knowing I'd need it eventually

wooden leaf
#

I'm looking and I don't see that plugin

brave widget
#

Should be there, I never downloaded a plugin for SQLite.
Unless its leftover from pre-4.24

#

I think I started with UE4 around 4.16 or 4.17 so no idea if its still included

wooden leaf
#

I'm looking threw all the plugins and it's not in there

exotic thicket
#

@vernal dock SQLite doesn't use a server. It just directly accesses a database from a file, for example saved in your game's directory

brave widget
#

Did you try search with "Built In" selected?

exotic thicket
#

(It's effectively just a set of APIs which contain the full DB logic)

brave widget
#

Like zomg said, SQLite means no server required and thats why people use it. Since its just a file

#

Not unlike a complex CSV file really

wooden leaf
brave widget
#

πŸ˜‰

wooden leaf
#

So who ever wants this just add those 2 plugins and then you will need some tutorials on how to use it in unreal engine

brave widget
#

Yup, thats what we told them already πŸ˜›

wooden leaf
#

ok

strong prairie
#

Hello i have problem with unlocked camera, can you help me? https://www.youtube.com/watch?v=FYtLXR4-VZc

When I touch the sides of my screen on unlocked camera my camera just goes far. You can see all blueprint in imgur. https://imgur.com/a/Zi0H5JE

One popular feature in modern MOBAs and Top-Down Games is unlocking the camera from your character to freely look around the map without putting it in danger of walking through specific areas. In today's video we'll learn a pretty easy and dynamic way to replicate such featur...

β–Ά Play video
halcyon flame
#

@strong prairie you should be able to isolate this issue with some testing, prints, messing around with the nodes, et cetera

#

because this is dealing with the camera it is inherently very easy to see that something is going wrong (obviously)
this also means it should be pretty easy to solve the issue. maybe rebuild your move camera from the very basics, and building it up from scratch ensuring it doesn't have any issues along the way

normal burrow
#

also explain what you mean far?

halcyon flame
#

@normal burrow there's a picture in his imgur albu

#

is it possible to change which GameMode loads with a map? as in, to use multiple different game modes in the same map?

normal burrow
#

it would likely be somewhere before UWorld in that list where you would override selection of gamemode

#

i'm not positive though

halcyon flame
#

would need to modify engine code I guess?

normal burrow
#

You would need likely a UGameInstance type

#

I'll check quick

#

looks like you would need to override this one

#

Does not appear to be something you can do in blueprints

#

so you'd need to write some minimal cpp

#

attempt two

#

looks like i had a slash at the end my bad

halcyon flame
#

I hate being a brainlet

strong prairie
#

I did everything as in the tutorial, im not the best in this

normal burrow
#

what do you mean by far zateo

strong prairie
#

That's why I need help, with time it will get better

normal burrow
#

i see the one image, but i don't understand in what relation you mean far

strong prairie
#

im trying get unlocked/locked camera

#

look imgur

halcyon flame
#

do you have OBS Studio?

strong prairie
#

No i dont have

halcyon flame
#

honestly that might be worth downloading so that you can capture a quick video of your issue

strong prairie
#

when i move cursor on left, right top or bottom side my camera is moving away. I will try wait a sec

halcyon flame
#

the honest truth is that you can probably learn more by rebuilding the move camera function from scratch, building toward the nodes you already have, and seeing when the issue arises

normal burrow
#

okay zateo i understand now

bitter iris
normal burrow
#

then see if your camera still goes far

#

i think the mistake you might be making is your calling AddWorldOffset

#

everything in there looks like you want to set world location (including that line that i said to remove)

strong prairie
#

@normal burrow
I tried to do it faster but this not solve problem, does not work as it should

normal burrow
#

watch the tutorial again on that part

#

that part is broken

halcyon flame
normal burrow
#

very nice

halcyon flame
normal burrow
#

veeery nice

halcyon flame
#

indeed. seriously wasn't expecting this to be possible

#

when it says URL does that mean the options string?

#

or does this still require C++ alex

normal burrow
#

how are you loading the levels now?

halcyon flame
normal burrow
#

not sure tbh

halcyon flame
#

I will report back shortly...

fading vector
#

In a 2d game, if I wanted to give the player options for player and weapon skins would I just need to create art for every possible combination and make animated sprite out of that? or is there another way?

plush yew
#

so in the game "Hello Neighbor" (pre alpha version) this pops up before you start playing in a fan game of Hello neighbor this also pops up is this something included in UE4 or is it custom? (btw this happens when you launch the game)

halcyon flame
#

@plush yew I've never seen that particular thing included, but that is some very basic/vanilla UE4 functionality/motion graphics (UMG)

brave widget
#

Looks like they recreated the engine scalability settings. Whether they did it manually or somehow referenced the built in ones I think only they would know.

marsh swallow
#

So we are looking at using the CCG Toolkit and having a Dedicated server to handle Multiplayer, however it says I will need to use the Source Version of UE4. Why is this?

#

also the dedicated server.... would that handle multiple sessions? i was under the impression UE4 was single session only.

cloud meadow
#

Does anyone know how I can change the default "Create Project" location? It keeps wanting to put it in a folder on my boot drive but I have a folder in another drive specifically for all UE4 projects. Just annoying to have to change that every time and I can't seem to find a place to change the default.

fading vector
#

Does event tick have any correlation with fps?

halcyon flame
#

@fading vector tick occurs every frame

fading vector
#

Ty

halcyon flame
#

@fading vector make sure to have anything gameplay relevant (that is happening consistently) on a timer

bitter iris
fading vector
#

Yeah, I'm watching a tutorial series on 2d game making. However I think this tutorial is for extremely new people as the creator has the stamina regen tied into event tick, so if you have higher fps then it regens faster. I put a 1 sec delay on it but later in the tutorial he changes some parts and my hands are tied only to do it his way.

halcyon flame
#

some of these tutorials teach bad habits

fading vector
#

Yeah, seems to be so

fallen marten
#

@bitter iris delete a light and have it rotate on tick so it faces upwards at night.

#

I think that will work

marsh swallow
#

idk that i can trust his word with that face. πŸ˜‚ your profile icon is creepy as hell. i like it! lol

#

Can you program in UE Binary and then just run your dedicated server build on the UE4 Source version?

#

Or do i need to setup my devs all to use Source UE4?

solid whale
#

For the past few weeks I've been teaching myself unreal engine from scratch using some Udemy and Youtube courses. I'm enjoying every second of it. Can anyone recommend some good learning material that you have come across that you felt stood out above the rest as far as instructor competence and teaching skill? (I have no C++ knowledge and I'm not looking for any if I dont have to. for the time being I'm getting by with blueprints)

halcyon flame
#

if you're on Udemy you've probably already seen the Ben Tristem course. it's the best. wait till it's on sale for $15

solid whale
#

@halcyon flame yes! He is the exact reason I asked the question haha. Hes so much better than other instructors I've come across

halcyon flame
#

@solid whale I think if you do that whole tutorial you're off to the races and you'll only need specific info (instead of general tutorials) from there

solid whale
#

Thanks @halcyon flame, I appreciate that feedback. I'm almost finished with his crystal cavern portion and I love it

#

and thanks @normal burrow I appreciate you digging that far up to find that link for me

normal burrow
#

notepad πŸ‘

solid whale
#

what will science think of next

bitter iris
#

@fallen marten you want me to put that kind of thing on a tick node

#

okay oh boy

wintry otter
#

Hey guys, can I share pics of my level so far on here?

abstract relic
#

No

#

#work-in-progress

halcyon flame
#

damn. the strong arm of the law.

wintry otter
#

Ohhh okay. Thanks for quick response, sheriff.

normal burrow
#

them the rules tho

solid whale
#

I'm sure it looks great @abstract relic I cant wait to look at it in #work-in-progress lol

normal burrow
#

<@&213101288538374145>

halcyon flame
#

haha ban incoming

weary basalt
#

@plush yew Read the #old-rules thanks. No Discord links that arent approved by Moderators.

solid whale
#

I feel like clicking on anything called "mr infection" is bad street smarts

plush yew
#

I don't wanna invite anyone I was just trying that any bot will recognize this or not

solid whale
#

well your virus seems to be working lol

normal burrow
#

there aren't bots for that here afaik

plush yew
#

Hmmm

normal burrow
halcyon flame
#

@normal burrow well, I got a bit distracted, but it totally works. so I guess URL is somewhat synonymous with the options string. ? is the delimiter in case anyone else is learning abt this

fallen marten
#

@bitter iris if you want a 24hr a day weather system then yeah something has to drive it. Or an event timer.... Idk man it depends what you want. But as for 2 directional lights for night and day - yeah probably not gonna work dude. And no, I'm not oblivious to putting everything on tick being a performance drag.

rancid lynx
#

how do i make my grass foliage appear only on specific layers ?

marsh swallow
#

you have to have each layer named in the Grass node

rancid lynx
#

my layers are named. ok ty. ill look on the paint tools

marsh swallow
#

the name in the grass must match the name of the layer exact

#

and then you just leave the layer null for nothing.

rancid lynx
#

you mean, paint zero foliage? to leave null?

marsh swallow
#

in the grass node in the material just leave that layer null

rancid lynx
#

and that will populate that terrains layer with a foliage of the same name? ok ty. ill look for those

fading vector
#

Any relative tutorials or courses for beginners learning Unreal engine?

weary basalt
soft crescent
#
#

@weary basalt another useful pin for you

fading vector
#

Thank you!

worldly dust
brave widget
#

Wrong one πŸ˜‚

worldly dust
#

@fading vector they might still have a deal going where if you complete a whole section you get entered for a 1,000 dollar gift card

brave widget
#

Ends Feb 15th @worldly dust

worldly dust
#

Ahh yes thank you

rancid lynx
#

how do i create a deadzone for thumbsticks? message please. else ill miss it.

plush yew
#

^ highly recommend that youtube channel, I refer to it regularly

lapis vine
#

@normal burrow dud, are you even sleepin'?

normal burrow
#

plug for @grim ore

#

i got problems lol

lapis vine
#

Anytime, I open Discord you are around. Might be you are ghost in a shell?

normal burrow
#

Yeah, probably

lapis vine
#

Hold up there πŸ‘

fading vector
#

Thanks @normal burrow

exotic cave
#

Thanks for the help the other day @normal burrow !

plush yew
#

Uh hello

exotic cave
#

@fading vector : What is your ultimate aim and objective with UE?

still stag
#

heya folks, quick q, how do you go about making a spline mesh for Unreal? I'm a student in 3d( familiar with Maya and Zbrush) and I want to make something similar like IMM curves but straight in Unreal. I saw tuts about the blueprint etc but not how to make the actual mesh. morr specifically, I want to make a simple plant vein spline to place veins around my level. Thanks for your time ! 😁

exotic cave
#

Do you want to direct games in general (game director), direct the look of games (technical artist), direct the feel of games (engine/input programmer), direct the sound of games (musician/audio engineer), or another specialty?

#

UE has many great tutorials. But in all honesty one of the best things you can do is just try out the various Blueprint-based new project templates that UE ships with, then download some free Marketplace art assets and start dropping them in to make a starter level. πŸ™‚

distant marlin
#

weird question:
I'm looking for some new features apparently shipped with 4.24 but I cannae find them. Namely:

RoboMerge (should be in Engine/Extras/RoboMerge)
BuildAgent (Engine/Source/Programs/BuildAgent)
and AutoSDK(Engine/Extra/AutoSDK/HostPlatform/TargetPlatform)

https://docs.unrealengine.com/en-US/Support/Builds/ReleaseNotes/4_24/index.html#majorfeatures (ctrl-F for any of those, they're all next to each other)
Release notes say that's where they should be, but no dice. Am I missing something painfully obvious?

Release notes for Unreal Engine 4.24

abstract relic
normal burrow
#

those release notes are tough to navigate for sure

distant marlin
#

I had considered it honestly, but it's also halfway down that section. Subheaders would be nice, but ctrl-f works well for me

fading vector
#

@exotic cave I'm aiming to create some mobile games.

#

Long way to go and ngl the task seems rather daunting but I will persevere.

normal burrow
#

That’s the spirit

exotic cave
#

@fading vector : Then you need to study low-poly modeling certainly, as well as how to make quick and simple material graphs that still look good. Mobile games can be pretty complex on high-end phones. but even then you're going to want everything non-essential (i.e., not a primary character or gaze-centered effect) to be low-poly and your shaders to have as few instructions as possible.

#

This series from Virtus looks pretty good on getting started with mobile games in UE: https://www.youtube.com/watch?v=EOc5iExFfKI&list=PLL0cLF8gjBpoTwM62rvhgmsk_Xp1_G1Vn

If you've ever wanted to create an Endless Runner Platform game but weren't sure where to start, this is the tutorial series for you.

You'll learn everything you need to create it from scratch using Unreal Engine 4 covering everything from endless tiles, randomly spawning o...

β–Ά Play video
fading vector
#

Thanks for all the info @exotic cave

#

I've been searching for something like this, wish me luck haha.

modern sinew
exotic cave
#

@fading vector : Study collision primitives also, you're not going to want to use a lot of mesh colliders, or really any if you can help it, in a mobile game. πŸ˜„ Good luck!

stone citrus
#

So im new to UE4 and i dont know where to start, any tips?

modern sinew
#

*UE4

#

Pick up a tutorial series on the UE4 official channel

#

I started with the FPS tutorial

weary basalt
#

@stone citrus Look at the Pinned Messages in this Channel.

stone citrus
#

i did read those

modern sinew
#

@grim ore Do you know how you set the user's Player Name to their Epic Games account name?

grim ore
#

holy hell man

#

I was going to try and help but pinging people over and over is just rude

#

but to answer your question you cannot

modern sinew
#

Sorry)

#

And I wasn't pinging people over and over. Just once each, and then replaced

abstract relic
#

Dang, you know you’ve done goof if even Mathew gets irritated

normal burrow
#

He still comes through though

modern sinew
#

I said sorry. One ping each to three people is not "over and over"

abstract relic
#

stills answer question

grim ore
#

3 times would literally be the definition of over and over

#

once, again (over), and again (over)

abstract relic
#

πŸ˜‚

normal burrow
#

It makes logic

grim ore
#

but the fact you pinged the epic CM to ask a dev question and a forum mod was the icing

modern sinew
#

But that's not how it's used. It's used to mean "excessive", which 3 pings is not

normal burrow
#

You shouldn’t ping people like prods

abstract relic
#

1 ping is excessive

modern sinew
#

Whatever. I had a simple question that I thought would have a simple answer

grim ore
#

simple questions are answered on google

modern sinew
#

Which I tried

#

No results

abstract relic
#

I didn’t know Mathew takes payment

grim ore
#

then it's not a simple question

normal burrow
#

I donated to your YouTube

modern sinew
#

Well I thought, "obviously there must be some way to link the names from the native platform"