#ue4-general

1 messages ยท Page 639 of 1

mossy cloud
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o-oh.

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wow.

novel mauve
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๐Ÿ˜„

austere scroll
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try restarting

novel mauve
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inside unreal too, everything is broken

austere scroll
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pc

novel mauve
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i tried, even i've reinstalled the launcher, nothing worked!

austere scroll
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when was the update ?

novel mauve
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it's only the Home tab that is all broken that way, when i click on any other tab it runs normal, but still the UE is broken

austere scroll
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i haven't opened it today

novel mauve
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it's the launcher 10.11 i think, it was today or yesterday, i've just restarted the launcher and everything happened after !

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as an advice,,,,, don't update it ๐Ÿ˜„

austere scroll
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@heady saddle tbh , i have not a single idea what u mean by "starting point" or even "vectors" i know how to get them , but no idea WHAT they are

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thx for ur time and help anywa ys

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and the character is moving , so there is NO fixed "end point"

novel mauve
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@austere scroll where are you from ๐Ÿ˜„ ? Egypt ?

austere scroll
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i know ur from egypt bcz that profile pic is an actor

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but im not from egypt

novel mauve
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no that's actually me ๐Ÿ˜„

austere scroll
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oh.

novel mauve
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yeah, with some lame filters ๐Ÿ˜„

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because faris is a common name here in egypt.

austere scroll
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u look like this guy

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LOL

novel mauve
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yeah, LOL i'm shocked ๐Ÿ˜„

austere scroll
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u look cool in that pic ngl

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im from ๐Ÿ‡ฏ๐Ÿ‡ด

novel mauve
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thanks, ๐Ÿ˜„ so what's exactly your problem with unreal? if i can help

austere scroll
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its a biig big problem

novel mauve
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ohhh cool ๐Ÿ˜„ Jordan

austere scroll
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so the gun isnt shooting to the crosshair

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even if i aim down sight

heady saddle
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@austere scroll no problem, suggestion is reading up on vectors in unreal since this is the way to control where things spawn and in what angle/direction etc

novel mauve
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okay, let me see the history

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@austere scroll is that because of the projectile fire or you are not able to match the line trace of fire with the crosshair ?

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I'm not expert with FPS games, but i think the problem might be the projectile travel.

austere scroll
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yes . exactly

novel mauve
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does it fire up or down the crosshair ?

austere scroll
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its on teh crosshhair level

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but swerves to the right if its long distance

heady saddle
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@austere scroll oh its actually accurate on close distance?

austere scroll
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actually it swerves to the left

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yes nikal

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no wait it isnt

heady saddle
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is your crosshair completely centered? ;)

austere scroll
heady saddle
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can you physically see the projectile? would help if you could draw a line trace to determine where its actually shooting or wether is just aesthetics

austere scroll
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i can see it yes

thin hollow
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UE noob here, Should I install UE with the epic launcher or download from interwebz?

heady saddle
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@thin hollow definitely launcher

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helps with managing versions, projects, assets imo @thin hollow

thin hollow
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great! Thx @heady saddle

austere scroll
novel mauve
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you can try to break the line trace >> pull out the impact point with a select vector node, >> then from the return value connect the boolean to the select vector node on "PickA" and then hook the B with the "Trace End"

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the break is out from the line trace node of course.

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the return value should be connected to the "spawn emitter at location"

austere scroll
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i dont.. have the line trace node

novel mauve
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why is that?

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what are you using then ?

austere scroll
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idk im following a tutorial

novel mauve
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ummm,

austere scroll
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IT JUST spawns there, i guess ?

novel mauve
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you should make a line trace by channel and break the hit result before spawning the emitter or the rocket launcher, that's the way the engine knows where to fire the bullet or projectile

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what tutorial are you following, can you share the link ? i might take a look

austere scroll
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ITS A BIT OLD

heady saddle
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anyone know why my linetraces sometimes dont register a blocking hit? only happens at sharp angle

honest vale
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how far below the ground do they extend?

heady saddle
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they dont, they just end there when they dont block

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the blocking ones are multiplied by 5000

cloud cobalt
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Sounds like the trace is too short

heady saddle
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yeah id think so but its the same vector used which is multiplied by 5000

serene birch
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make them 10% longer then?

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I mean, does your trace stop at the end of the red lines?

heady saddle
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if its a blocking hit, it doesnt stop and continues on for "5000 units"

serene birch
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like, are you expecting a hit right at the end of the trace or close to it?

heady saddle
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im expecting to always get blocking hits when shooting at the static meshes

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yes, if it doesn't block the trace just stops right there

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shooting into open space it continues on as expected without a blocking hit

honest vale
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yea when I asked how far they extend below the ground I meant the trace in general, not the place where it blocks ๐Ÿ˜„

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but anyway, if the trace is longer than the distance to the ground there it is odd

heady saddle
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it's definitely longer than the distance to the ground

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it might have to do with the way i get t he vectors

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trying a different linetrace straight from the camera ill always get proper blocking hits

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I solved it, I was calling my vector end function before my vector start function so i just switched the order

serene birch
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I notice you have exactly one line in two that shows a hit

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are you sure you are displaying the hits correctly?

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by one in two I mean, one hits, then the next doesn't, hit, no hit, hit no hit

heady saddle
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oh, not sure but it only happened at sharp angles (aiming down)

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okay I thought I solved it.. I'm just gonna try some stuff out

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@serene birch it's definitely not hit, no hit, it's at specific angles

serene birch
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is your debug display affected by the depth buffer?

heady saddle
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how can I check that?

cloud cobalt
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F1

timber minnow
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Hi, is it possible to update heightmap when i use world composition ?

next badger
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^ link broken

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can't you just edit the link?

thorn crown
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So appearantly when you start the update to 4.24.2 but quit the launcher mid progress, it breaks the launcher and you can't update anymore.

fierce tulip
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@thorn crown might want to report that on the forums.
CC: @gleaming narwhal

next badger
red prairie
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Hey guys! Ive created a flickering torch, but i have a problem where the torch flickers in sync, is there some easy way to make them flicker out of sync without creating individual versions of the torch?

next badger
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@fierce tulip can it rename c++ projects too?

thorn crown
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Yeah will do.

fierce tulip
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@next badger iunno

plush yew
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@red prairie there are 100's of tutorials for something like that please hit up google or youtube

red prairie
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@plush yew Ive found a lot of tutorials on the subject of making a flickering light, but none of the ones ive found shows me how to make them not sync up

plush yew
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@red prairie it's simple just make a randomization inside of it

fierce tulip
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I dont do much with volumetric fog.
I'd probably use a setup quite like a water material, but make it look foggy

plush yew
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ahh okay cause I wanna remove that fog but this is just being a dick lol

heady saddle
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@serene birch you were right, it was the length of the line. what I do is draw a separate linetrace towards the center of the camera to compensate for the angle while shooting from thirdperson and if this trace hits something, I use the impact location as new end vector for the weapons linetrace. somehow it gets to short to not actually trigger a blocking hit at certain angles, so I just now to figure out how to extend the length of this vector now

serene birch
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+10%

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I did mention trying that ๐Ÿ˜›

heady saddle
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yup, thanks :)

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just gotta figure out how to do it.. ;)

serene birch
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if your vector is a direction/centered in 0 basically

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just multiply it by 1.1

heady saddle
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its the "location" vector from a break hit result

serene birch
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if your vector is from A to B though and you only have the coordinates of A and B you'll need to do something like "B2 = A + (B - A) * 1.1"

heady saddle
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that's what I'm thinking

uncut vigil
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I used this so much it's bookmarked

heady saddle
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@serene birch that formula works, thanks a ton

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@uncut vigil thank you, appreciate it

serene birch
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I like my version more btw because you don't need to compute a vector length for it

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which costs 3 multiplications and a square root ๐Ÿ˜‰

lapis vine
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VectorLengthSquared ๐Ÿค˜

serene birch
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no no

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you can't rescale cleanly that way !

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also, reminder that the Get Unit Direction Vector node does it's own call to Length

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so that method actually calls Length twice ๐Ÿ˜›

lapis vine
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I don't care, I saw it in tut.

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p@t has the link to it tho ๐Ÿค”

tame delta
brittle gulch
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The red curve is game, so it's all that is related to CPU right? The yellow one is the GPU curve, I don't understand why both curves are so identical?
And what's the blue curve about, it's the draw curve, isn't that supposed to be the GPU curve then?

tame delta
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@brittle gulch How many draw calls do you have?

brittle gulch
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@tame delta Less than 100. Around 65

tame delta
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Oh ๐Ÿ˜•

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No idea then sorry ๐Ÿคทโ€โ™‚๏ธ

brittle gulch
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No worries ๐Ÿ˜‰

tame delta
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@tame delta Nvm turns out the folder is there, it's the "Content Content" folder.

brittle gulch
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Are box collisions less efficient than sphere collision?

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For overlap checks

rotund scroll
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nope

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just more expensive

verbal summit
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Guys.. i need help.. i tried to retarget skeleton but the skeleton i need is not even visible

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How can i fix it?

rotund scroll
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@verbal summit you need to use a different retarget window first

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look online

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there should be a guide

verbal summit
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i have done it .. even i have duplicated skeleton and done it on the duplicates

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still not working

rotund scroll
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what have you done?

verbal summit
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well i set up rig for new skeleton(like in guide)

rotund scroll
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what guide

verbal summit
rotund scroll
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did you set up bone comparison

verbal summit
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yep

rotund scroll
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then it should show up if it's done correctly

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if there are bones missing it might not

verbal summit
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do you suggest reimporting character ?

rotund scroll
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no I suggest looking at the retarget manager

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and seeing that all bones are set correctly

brittle gulch
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@rotund scroll Excuse me I missed your message, So box collisions are more expensive right? If I want to build a HLOD system manually, It'd better to use sphere collision for proximity detection than box collision then?

verbal summit
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only root is not assigned

grim ore
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uncheck show only compatible skeletons and see what happens

jaunty haven
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Hi , I have a question , i want to create something like a service , which will remain through out , even on level change , and can interact with the world actors.
How can that be possible ?

brittle gulch
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@jaunty haven Do it in the Game Instance BP

rotund scroll
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@brittle gulch yeah so generally using sphere collision is better when you can avoid box collision

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use only box collision where you need the precision of a box

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essentially

brittle gulch
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Okay I see, like doors and such

rotund scroll
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@light lintel why are you tagging me?

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yea exactly

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in terms of collision performance, the list is Sphere < Capsule < Box

jaunty haven
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@brittle gulch okay thanks

brittle gulch
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Oh so Box is even less efficient than a capsule! Didn't know that. I'll change some of my boxes to capsule then, thanks for the hint ๐Ÿ˜‰

rotund scroll
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no worries

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the general formula for measuring performance for collision is the number of points required for its assembly

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sphere has 1, capsule 3, box 8

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it's the same also for complex collision

tawdry storm
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caspule is 3?

rotund scroll
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so you can actually measure complex collision vs simple

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yes

grim ore
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@jaunty haven If you have experience with C++ you can also look at the Subsystem system

rotund scroll
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2 spheres + 1 point to measure half size between them

jaunty haven
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@grim ore Would i be able to add components from there ?

tawdry storm
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oh interesting

rotund scroll
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also why capsules have limited control compared to box

tawdry storm
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would it make a difference if the radious of the two spheres in a capsule is different?

rotund scroll
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yea, so the assertion is that both spheres are the same size

jaunty haven
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Actually i want to create a location service which will keep getting the device location.
So i have this actor component which does the thing , but i was foolish to think that , i would be able to create the component from inside GameInstance.
I guess i need to move all the code from component to Game Instance to achieve the result. right ?

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@grim ore where should i start with the sub system ?

rotund scroll
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otherwise you'd need at least 4 more points to measure collision @tawdry storm

tawdry storm
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interesting

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still so much to learn D:

rotund scroll
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capsule is one of the most efficient shapes all around

tawdry storm
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that would explain why it's the default collision for the UE4 character

brittle gulch
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That's very interesting, Cranz, I thought it was more about the number of "vertices" that would be required to make the shape

rotund scroll
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@brittle gulch it's the control points

tawdry storm
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well it's maths, you don't have any vertecies

rotund scroll
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all you need for a sphere is a point + radius

tawdry storm
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I learned that from my raymarching experiments ๐Ÿ˜„

rotund scroll
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it might be actually 6 not 8 for the box, but it's still the most expensive by far

grim ore
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@jaunty haven If you are using a component that is on a BP actor in the world then you need to look at something else as those options do not exist in the world. If you use level streaming you can have a main level that is persistent thru the lifetime of the run and then load/unload your other levels as normal around it

brittle gulch
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Oh okay, they are just graphical representation but behind the hood it's only maths. Clever!

jaunty haven
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@grim ore agreed

rotund scroll
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@brittle gulch that's also why the collision sphere presentation is smooth in its visualization ๐Ÿ˜‰

jaunty haven
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@grim ore i would like to know about subsystem, where should i start ?

grim ore
tawdry storm
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I man that's pretty much it, because it's easy to calculate if a sphere with a radius of 10 and a position at 0,0,0 is intersecting with another sphere with radius 5 and position 10,0,0.
If you'd do that same for every vertex you'd probably have some serious performance issues if your scene gets more complex

rotund scroll
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exactly why complex collision is so much worse than simple collision

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complex collision almost always traces per vertex

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there might be some optimizations that are done on import, but in general it's very close to that

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so you can consider how expensive a collision is then and compare it to how many simple collisions you could do it with

jolly steppe
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Hey all, I have a question. I am trying to control my characters fall acceleration. If I set the gravity to 2, she hits her max falling speed about when I want her to, but the initial start speed is way too slow. Is there a way I can adjust this with a curve of some sort?

brittle gulch
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That's very nice! Then It's also better to have simple collisions made out of spheres and boxes than an imported UCX?

rotund scroll
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almost always @brittle gulch

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unless you can get away with some concessions by making single plane collisions

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for instance

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those should be 3

brittle gulch
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I don't understand why those are 3 though

rotund scroll
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because the last point can be inferred through knowing the other points

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or actually

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my bad

tawdry storm
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couldn't you calculate a plane with just a point, a normal and an extend?

rotund scroll
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yea exactly

tawdry storm
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๐Ÿง 

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how is that 4?

rotund scroll
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I got my math wrong

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I will delete the false result

tawdry storm
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we're trying to learn here ๐Ÿ‘€

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but it's still 3 right?

rotund scroll
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yes

tawdry storm
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nice

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I actually knew something

rotund scroll
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well it's all math

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so if you're good at math

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you will be good at collision optimization

tawdry storm
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I'm really not, but I'm trying

jolly steppe
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Here's her falling. She reaches 4000 (max fall speed) about when I want her to, but I'd like to make the fall startup faster. It's way too slow. raising the gravity makes her reach max speed way too fast. Anyone know how to fix this?
(if anyone knoes please pin me)

rotund scroll
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well as long as you like messing with it it's enough

tawdry storm
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I kinda need to be if I wanna be a shader wiz like some other people here

rotund scroll
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yea

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you need to do per pixel stuff as well

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talk about expensive

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that is the biggest oof

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I made a kuwahara shader

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for each pixel, 24 pixels around that pixel have to be taken into account

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and you have to loop twice to get horizontal and vertical range

tawdry storm
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@jolly steppe sounds like you might need to adjust something in your animation blueprint, maybe ask the guys in #animation ?

rotund scroll
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= unusable in game

tawdry storm
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oh yeah that sounds horrible

jolly steppe
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pretty sure that has nothing to do with animation.

rotund scroll
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but it was a fun experiment, and my word results look amazing

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so I'm considering keeping it as a screenshot mode

tawdry storm
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oh by startup you mean the fallspeed?

rotund scroll
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๐Ÿ˜„

jolly steppe
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Yeah

tawdry storm
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sorry I interpetated that as the speed of the falling animation

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sounds cool though Cranz

jolly steppe
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ah ๐Ÿ˜‚ Yeah I'm trying to fine tweak how jumping feels

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jumping/falling

rotund scroll
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if you want to get into shaders, I think it's a good entry point

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making a gaussian blur shader and then building kuwahara from that

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plus you can do it all in the custom node of the material editor

tawdry storm
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funnily enough, that's exactly what I need right now

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I'm currently looking at Ryan Bruck's GDC pack to take a look at how he manipulated render targets so that I can blur a render target texture and save that for more efficient rendering

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at least more efficient than blurring it each frame

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I never heard of kuwahara, so I guess I'll start looking that up first

rotund scroll
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it's a filtering technique like you'd find in photoshop. you get some really nice painterly looks from it

tawdry storm
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lol googling kuwahara just shows me bikes

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ah found a shadertoy example

tawdry storm
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oohh that looks like Zelda Twilight Princess

mental cairn
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Hi everyone. Since a couple of month ago, my teams is encountering a strange bug and it seems linked to perforce but i wonder if anyone encontered a similar problem.
At least one time a month, when we commit the DefaultInput.ini (The check out/modify/submit process is entirely made from unreal), it's traducted in chinese and the encoding goes to utf-8 to utf-16. Anyone ever heard about that ? It's not a huge problem but it's recurring and starts to become annoying. Thanks for any tips ๐Ÿ™‚

rotund scroll
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might be a P4 bug

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I generally don't recommend P4 because it doesn't do checksums

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so if your problem is related to that, then there isn't really a solution to your issue

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@tawdry storm yeah but it's filtered real time

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screen space

tawdry storm
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oh that was skyward sword I was thinking about. I always loved how they had this weird DOF effect that turned everything into colorful dots

sweet relic
rotund scroll
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@tawdry storm I'm sure that's an approximation

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but cool nonetheless

mental cairn
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๐Ÿคฆโ€โ™‚๏ธ I didn't see the channel source control. But thanks if it's a problem from perforce we will go with it.

tawdry storm
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might even be a completely different technique, but it seems similar

jolly steppe
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Skyward Sword in Dolphin at higher resolutions looks amazing

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That dof thing doesn't show well on the Wii

rotund scroll
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bokeh DOF also comes to mind

sweet relic
rotund scroll
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which is a whole lot cheaper

tawdry storm
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probably a modified version of that

mental cairn
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Ok, i'll check that up

grave nebula
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If you intend to blur reflections, it is pretty straight forward.

tawdry storm
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I want to blur a texture target

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so that I only do it once at the beginning

rotund scroll
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@grave nebula do you know if there's any good approximation of kuwahara one could make happen during real time?

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like maybe some weird screen space refaction map?

grave nebula
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Small size kuwahara is pretty realtimable. As the kernel is not separable, larger sizes are prohibitive. Separable approximation of bilateral blur is quite close to kuwahara.

gleaming narwhal
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@thorn crown Were you able to get it resolved? If installation breaks you should be able to uninstall and install again (might have to manually delete the files)

rotund scroll
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@grave nebula how small is small size? already with 5x5 it gets pretty expensive

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but I suppose that's an exponential curve

grave nebula
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3x3 is the highest you can realtime realistically.

rotund scroll
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mm makes sense

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I'll test that out

tawdry storm
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so what about blurring a render target texture and baking that back down into the texture?

grave nebula
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Separable bilateral, where kernel is diced by sort of a texture map could work, but it suffers from camera movement and temporal stability.

rotund scroll
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what's the running time per pixel for bilateral blur?

grave nebula
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No clue, but separability bumps viable kernel sizes to 32x32 range.

rotund scroll
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interesting

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@tawdry storm real time?

jolly steppe
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well, this is how I decided to solve my gravity issue. Don't know if this is a good solution...... it's on tick, lol.

tawdry storm
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no like I said I want to capture a texture, then blur it once and bake that down for later use in the scene

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but it has to happen in runtime

rotund scroll
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so like a texture switch

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or material switch

grave nebula
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And what is the complication? Perform a capture, use draw material to render target to perform two pass Gaussian blur. @tawdry storm

strong moss
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Has anyone set up game lift?

tawdry storm
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@grave nebula well the problem is that I still have to figure out how to do this, but I'm on it

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like I said, the GDC examples from Ryan Brucks do way fancier stuff with this approach, so I'll just have to pick those apart and see how to actually do it

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I guess that's the closest thing to a 'tutorial' I'll find for this ๐Ÿ˜„

pallid talon
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Question - In materials, a LinearGradient goes from black on one edge, to white on the other edge. Is it possible to go from black on one edge, white in the middle, and black again on the other edge?

plush yew
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Is there anybody here who's working with machine learning using UE4?

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@pallid talon that won't be very linear of it, would it now?

tawdry storm
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@pallid talon multiply by 0.5 then put that into a sine

pallid talon
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@tawdry storm Perfect, thanks buddy!

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@plush yew See Seirei's response. That's how you should respond.

abstract relic
#

Theyโ€™re not wrong ๐Ÿ˜œ

normal burrow
#

Teriander a linear version of that would be

(min(X*2.f,1.f) - max((X*2.f)-1.f,0.f))

pallid talon
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@normal burrow I'll give that a try.

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@abstract relic Not all nodes are only used explicitly based on the node's name.

abstract relic
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No shit

tawdry storm
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@normal burrow is X the gradient in your example?

normal burrow
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X would be 0..1

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yeah

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it wont work below 0 or above 1

tawdry storm
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oh wait I did something wrong

pallid talon
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@abstract relic Well you said, "They're not wrong", I assumed you're referencing Vivraan who tells me it wont be linear if I don't keep it linear. No need to get vulgar.

tawdry storm
abstract relic
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No shit ๐Ÿ˜œ

normal burrow
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would assume hightide knows all before that

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yea seirei

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it is linear

tawdry storm
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I just wanted to see it ๐Ÿ˜ฆ

normal burrow
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so thats why haha

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/\

tawdry storm
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actually I just wanted to translate that bit you posted into nodes just for the heck of it ๐Ÿ™‚

thorn crown
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@gleaming narwhal Yes I got it resolved by uninstalling and installing it again.

normal burrow
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looks good seirei

tawdry storm
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lol thanks

plush yew
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Where should I post my query?

normal burrow
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i think that falls under cpp

plush yew
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Even, say, using the TensorFlow plugin?

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welp imma post there right away

worthy flame
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My character spawns under the landscape. No i havent set a spawn point in BP

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How can I fix this?

abstract relic
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Does it spawn normally on a fresh level?

worthy flame
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i have another level it spawns normally

abstract relic
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Gonna say the forbidden word. Check level bp. Print out character location if nothing sticks out for you. Next possible issue would be weird collision

normal burrow
#

Spawn points are a good option too

abstract relic
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then check world setting

worthy flame
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i added the print string there is a location

#

it spawns at player start, but the landscape isnt there

normal burrow
#

world composition ?

abstract relic
#

as in, the landscape doesn't load in on time?

worthy flame
#

the landscape always loaded before, last thing I did was change the landscape material and the player started spawning under

normal burrow
#

is player start above the landscape though?

worthy flame
#

yes

#

I placed it at a high place to try it out, still the same output

normal burrow
#

is there something under the landscape that can be stood on?

worthy flame
#

water

#

SM

normal burrow
#

can stand on it?

worthy flame
#

its standing on it

normal burrow
#

ok well the spawn code is likely tracing for a ground then

abstract relic
#

Do you have Allow Tick Before Begin Play enabled?

worthy flame
#

no i dont

abstract relic
#

issue is most likely what pat state

#

I've had it happen to me before

normal burrow
#

i'm a little unsure why the landscape isn't loaded in at start time though, if your using world comp. maybe thats why

worthy flame
#

what is the fix

#

world comp?

abstract relic
#

usually because there was something underneath the landscape

normal burrow
#

yeah, could you just check if you can actually stand on the landscape 3ler4never?

#

like after you spawn

#

select the character your playing as after hitting F8

#

set z to some big number above ground

#

then press F8 again on the viewport to regain control

worthy flame
#

world composition is False

normal burrow
#

yeah i figured

worthy flame
#

ok i press play, the landscape isnt loaded, I press F8 the landscape is there

#

its standing on it

normal burrow
#

did you do anything beyond f8?

#

or does it just not show up in game?

worthy flame
#

i havent done anyhting yet

normal burrow
#

you may have hide in game enabled

#

er lemme find the right potion

#

is that checked on the landscape?

worthy flame
#

this is how it looks

normal burrow
#

so you are actually standing on the landscape

#

you just don't see it, am i correct?

worthy flame
#

that is set to false

#

actor is not hidden

#

i dont see it correct

normal burrow
#

but you are standing on it yeah?

worthy flame
#

yes

normal burrow
worthy flame
#

set to false

cursive salmon
#

Hi

abstract relic
worthy flame
#

that is set to true

cursive salmon
#

How know if that's begin of the play. No the begin play for the actor but for the all the game . ?

normal burrow
#

you can use the level blueprint raylandspm

#

there might be a way to check if the actor is placed in the level as well

#

and not spawned at gameplay

worthy flame
#

how do you mean placed?

swift hearth
#

Can anyone help me with an error I'm getting in unreal? The message log says "applying invalid scale V(X=31.50, Y=-26.35, 5.25) to body ๐Ÿ”Ž (name of object)" and it says it twice

normal burrow
#

was referring to rayland's question, if you know tthat the actor is placed, its begin play would presumably be at the levels

swift hearth
#

I'm doing a level sequence, animating two objects, attaching a blocking volume to both, they both have the same animation (but inverted), yet that error log is saying only one has an invalid scale for some reason, and idk where those numbers even come from

normal burrow
#

tbh

#

I'd have to guess you can't have mixed sign scales

#

if its not just you can't have negative scales, i'm not sure really though

swift hearth
#

For some reason the scale of that blocking volume is changing whenever I attach it to the animated object (the other blocking volume works just fine tho)

normal burrow
#

so you aren't intentionally animating the scale?

swift hearth
#

@normal burrow My guess is that's the negative scale, but idk why it changes whenever it gets attached in the level sequence

#

@normal burrow nope

normal burrow
#

k open up the level sequence

#

and find that object by name in it

#

locate its transform channel/track, delete the scale keys

worthy flame
#

any way this could be fixed?

normal burrow
#

3Ler4never are you paying attention to the log?

swift hearth
#

๐Ÿค”

cursive salmon
#

I have already To find a solution at my problem. thanks anyway

swift hearth
#

I deleted the scale keys, now I get a bunch of that same error. Like 20 times

normal burrow
#

what is the scale supposed to be?

swift hearth
#

X0.3, Y0.25, Z0.05
It's the same on both blocking volumes

normal burrow
#

and when its animated, what is it?

swift hearth
#

I tried manually writing them in the sequence, just gave me the same error but like 10 times now lol

#

Actually outside of the sequence the scales are 3, 2.5, and 0.5
They go to .3, .25 and .05 inside the sequence (for some reason)

normal burrow
#

is parenting a thing?

#

if you can set the scale to 1.0 and just manually type in the volume dimensions (if you can do this) it might alleviate things

swift hearth
#

I'm still fairly new to this, but I don't think parenting is a thing here (unless that's what attaching something to another thing inside the sequence is called)

normal burrow
#

did you save the sequence off?

#

I actually haven't worked with level sequences but i'm basing this off sequencer which may be the same thing?

swift hearth
#

I can literally delete both volumes from the sequence. They're the same in the level (just different location, but same scale), put them back in the sequence, attach them to one thing each, one works, and the other gets me the error. Tho it does work, the animation itself

#

What do you mean if I saved the sequence off? I saved it before hitting play, if that's what you mean ๐Ÿค”

#

Btw, thanks for trying to help. I appreciate it

normal burrow
#

thats what i meant yes.

worthy flame
#

pay attention to what log? log in the editor?

normal burrow
#

yeah, any error messages, warnings etc, output log

swift hearth
#

Meh, I'll have to ask my college professor next time I see him. If I change the scale that's negative to positive, I get the same error still, but now it includes a new repeated one where the scale is different for some reason (which implies the scale is changing throughout the animation I would assume, but it's not changing)

#

I give up xD

worthy flame
#

dont have a output log

normal burrow
#

could there be two animations or something unexpected kevin?

worthy flame
#

i found it

normal burrow
#

watch it when you start playing

#

see if it complains

swift hearth
#

@normal burrow I have a few others, but they're totally unrelated to these objects

worthy flame
#

dont see any complaints there

swift hearth
#

I'm basically animating a boss similar to some old game platformer bosses where its disattached hands work as platforms while you fight it. So both hands are the same, just with different X and Z locations, I added blocking volumes to make those the actual platforms for the hands, and attached them. One hand works just fine, the other works but gives me that weird scaling error ๐Ÿ˜’

#

Anyway, thanks for the help. I'll work on other stuff in the meantime and check with my professor

normal burrow
#

@worthy flame i guess the only advice would be, go through your landscape actor, find all the things with this icon next to them and check that they aren't mistakes

worthy flame
#

I have checked and everything is fine

#

I even removed my material, still the same

fading vector
#

So I have an NPC, when I kill this NPC I want him to slowly fade until nothing. I have been messing around with "Set sprite color" which is nice but I have no way to make him fade, is there a timer or something I can use to do so?

worthy flame
#

i havent found anything on google. so the main problem is the landscape isnt visible in the game

craggy flax
#

Watching a tutorial and the person uses "Camera Pawn" as a variable type reference in blueprinting and I cant find that as an option in newer engine version. Is there a new variable type name?

worthy flame
#

and i searched through the histroy chat and i havent found anything

gilded plinth
#

Can anyone share a thought on when public variables from GameInstance show up in any blueprint graph (when u uncheck context) and then why when you click them it creates the variable with an empty target? I totally understand GameInstance variables are meant to be global, but what confuses me is that it creates this variable with an empty target even though, to my limited understanding, you can't actually use or modify the variable without getting game instance and then casting to your custom game instance.
So is there any reason at all why when you select the variable from a right click, ue4 doesn't automatically create the GetGameInstance and a Cast node? Sorry if my question is unclear.

#

so basically just asking if there is any case in which you would have a target other than game instance and a cast to your custom game instance, not sure which channel this is suited for . kind of a general question

normal burrow
#

@worthy flame i've heard many of landscape problems. not one where its completely missing like this. but sometimes LODing of them has been an issue for others. I honestly dunno why its doing that to you in play mode. You could try #graphics

heady saddle
#

can anyone explain why I get innacurate tracelines to center of camera when using FollowCameras (from ThirdPersonShooter template) location and forward vectors as start/end, instead of the Camera Managers', which produces perfectly accurate tracelines?

main fulcrum
#

I am not sure how to get a start on this but i want to build a map with multiple islands some bigger some smaller but 80% of this would be water/sea/ocean how do i adjust the landscape/terrain to achieve this?

abstract relic
#

increase z location of the landscape

rotund scroll
#

best way is to create a water plane then use that as a baseline for what you want

#

later you can make that into a water pizza if necessary

main fulcrum
#

Question is would that give me issues if lets say i want to build mountains on one of the islands

rotund scroll
#

no but consider you need a lot of landmass to make mountains

abstract relic
#

edit the heightmap then

main fulcrum
#

@abstract relic Not sure what to edit exacly

keen moss
#

does anyone have any experience with Pixel Streaming? What is a good cloud hosting service to use for this?

main fulcrum
#

You want to have some depth of water so it's not just 2 feet if you sail off to a deeper sea

#

I just don't know what to aim for to not make one part hurt the other

rotund scroll
#

I mean that's the same process as making mountains

#

you can just lift the water plane

fading vector
#

Whats the easiest way to detect if a float changes value?

rotund scroll
#

print it

abstract relic
rotund scroll
#

@main fulcrum are you asking for process or for tools?

abstract relic
#

If you sculpt the landscape, it's editing the heightmap. If you edit the heightmap texture in photoshop... you're editing the heightmap. If you are using a middleware like gaia or worldmachine, it'll export a heightmap

main fulcrum
#

@rotund scroll process, so let's say i have one huge water plane, it's will be about 80% of the map if i want the oceant o be deep in most areas and then more shallow near land

grim ore
#

@keen moss it's been tested with AWS and the server files have accomodations for that, otherwise anything that can run node should be fine

rotund scroll
#

ok are you using a heightmap or manually sculpting?

main fulcrum
#

Gaia is for unity ainit it?

#

manually sculping

abstract relic
#

gaia is just a middleware

rotund scroll
#

I mean I think he's asking about how, not what

#

but idk

abstract relic
#

idk at this point

rotund scroll
#

anyway

#

take a look at some refs

main fulcrum
#

I used gaia in unity previously

rotund scroll
#

e.g. google earth

#

see how they have a gradient

main fulcrum
#

i alwayes faced the same problem thatwhen ilifted the tarrain to make the water plane look deeper

rotund scroll
#

consider stuff like an ocean shelf and how that is relevant

main fulcrum
#

then when buliding mountians i would have been screwed

rotund scroll
#

like I said

main fulcrum
#

since there is a limit how high you can gow

#

go

rotund scroll
#

building mountains takes a LOT of landmass

abstract relic
#

don't know what to tell you, it's a matter of sculpting and generating

rotund scroll
#

you have to start with an idea of foothills then build that upwards

#

if you want stuff like a proper gradient out to deep water look at refs

#

man I feel like I'm just shouting into the abyss here

abstract relic
#

you might get an echo

rotund scroll
#

I just hate repeating myself

normal burrow
#

lol

rotund scroll
#

hello Pat

normal burrow
#

@fading vector you make a second float and compare

#

hiya

keen moss
#

thank you @grim ore

pallid talon
#

Question- When using a LinearGradient, it doesn't seem to follow the polygon's UV. It seems to apply on the object as a whole. Any recommendation on how the LinearGradient in a material follows the UVs?

whole quarry
#

Using texture coordinate?

pallid talon
#

No, when I tried to Multiply a Text coord with a Linear Gradient, I got an error. What is the best way to force it to use Text coord?

whole quarry
#

Well, by plugging it into the UV pin

rotund scroll
#

into the UV pin of a texture

#

like how else are you going to get results

pallid talon
#

I'll try that! Thanks!

rotund scroll
#

UVs are just a number range

pallid talon
#

I completely missed the UV Channel input on the LinearGradient.. Thanks!

tawdry heath
#

hey guys how could I remove this widget? It's basically a text that says "'R' Reload" when the player has no ammo left

#

the branch is connected to a event tick

#

or should I not use a widget for that?

brave widget
#

Not 100% sure but I would think the idea would be, once your reload logic finishes running, grab the reference from the widget and "hide" it (if thats a thing) or destroy the widget.
I'd recommend getting that code of Tick as well. Maybe setup a delay sequence that runs every Nth seconds or so

#

I haven't done much for UI yet, so not sure how to destroy widgets. My assumption is there is a "destroy" node

tawdry heath
#

I can't find hide/destroy widget

#

"remove from parent" exists

brave widget
#

There is a remove all widgets, but I highly doubt thats what you want to do ๐Ÿ˜‚
Um, someone with more experience will need to chime in as I'm not finding anything

tawdry heath
#

yes I'd like my other widgets to stay

brave widget
#

Remove from Parent might actually work ๐Ÿค”

languid aurora
#

So I'm trying to create a simple material and they keep coming out really shinny. Picture shows what I'm talking about. Can show my BP's if needed

tawdry heath
#

@languid aurora add a constant to the metallic

languid aurora
#

Not using a metallic, lol should I add one?

tawdry heath
#

no if you set the constant to 1 it removes the shininess I believe

#

like that, you don't need to copy this image I just got it from google images

languid aurora
tawdry heath
#

do u understand

#

right click and look up "Constant"

#

then connect it to metallic

languid aurora
#

Ok great. Thank you so much for the help

tawdry heath
#

and click on the constant and on the left it shows the details, I believe 1 is no shiny and 0 is a mirror

brave widget
#

1 on Metallic makes it Metallic. Leave it at default which is 0.
Roughness is what you want to adjust. 1 is completely rough (no reflection/not shiny) and 0 is perfectly smooth (reflections/shiny)
Combining 0 roughness with 1 metallic will give you a "chrome/mirror" material

#

@languid aurora

languid aurora
#

@brave widget Thank you so much! @tawdry heath Thank you so much as well

brave widget
#

Np ๐Ÿ™‚

tawdry heath
#

ye what he said

midnight root
#

Watched video for 2.42.1 I deleted, and they mentioned a keypress for I think all axis that used a gadget I'd not seen before ,anyone know what it is, Ctrl something...I tried several but no gadget came up...

sonic pagoda
#

@midnight root are you talking about 4.22.1 or just another software

midnight root
#

def. ue4

sonic pagoda
#

No such thing as

#

2.42.1

#

Ue4.24.1 maybe?

midnight root
#

4.24.2 sorry LOLO

#

o_0

#

so ya

#

1 or 2 whichever

sonic pagoda
#

I know what you mean, they did it in the sunsky livestream but cant seem to find any posts as well... i usually seem to press it by mistake as well when i use the rotate option

brave widget
#

Oh, thats what were talking about?
Ctrl+L

midnight root
#

also anyone know about when fix is coming for big delay on play , it was on forum,cuz its not in.2

#

hm lets see

next badger
#

issue #?

midnight root
#

not doing anything

brave widget
#

Did you select the SunSky actor?

midnight root
#

sigh so its something that only works on that then

brave widget
#

It was made specifically for that, so yes, it only works on that

midnight root
#

alright ty

brave widget
#

Its only temporary as well, the moment you change a value, it resets

midnight root
#

hm

#

@next badger no idea,if you're referring to bug report

#

I simply saw something about it on forum, don't recall where is all

brave widget
#

If its not reported, then how could they fix it?

sonic pagoda
#

Yes EVERYTHING has been fixed in 4.24.2

brave widget
#

๐Ÿ˜‚

midnight root
#

sad must just be my end then, andI knew it was reported,btw

brave widget
#

How? You said you only saw it on the forums. ๐Ÿค”

midnight root
#

and

sonic pagoda
#

A delay on begin play?

midnight root
#

fairly sure a dev said they knew about it

#

yes

#

absolutely

next badger
#

"Wont fix"(c)

midnight root
#

?

sonic pagoda
#

A delay on begin play?

#

Could be so many things

brave widget
#

"Fairly sure" ๐Ÿ™„ ๐Ÿ˜‚

sonic pagoda
#

Too many actors initializing

#

Could be so many things

midnight root
#

yuppers

sonic pagoda
#

Graphics not optimized, too many textures loading at once....

midnight root
#

@brave widget im sure

sonic pagoda
#

Actual delays in the code

#

Could be so many things

midnight root
#

yuppers

sonic pagoda
#

Could be so many things

#

Could be so many things

brave widget
#

I've been **sure ** of a lot of things in my life too ๐Ÿ˜‰ ๐Ÿ˜‚

midnight root
#

good for you ;)!

#

me too ๐Ÿ˜‰

sonic pagoda
#

Thats not an engine problem, thats your own design

midnight root
#

I really don't care, that much

#

never said, I did

#

curiosity

#

I have a fairly large world comp world, so not that surprised,HOPED it was bug that might help me is all ,,no biggie

sonic pagoda
#

Also, have you ran it in standalone. PIE is not a test scenario...

midnight root
#

not yet

#

I really don't care, that much

sonic pagoda
#

Well there you go..

brave widget
#

I thought you said it was confirmed to be a bug and a dev confirmed? ๐Ÿค” ๐Ÿ˜›

midnight root
#

whatever dude

#

I thought it had been

#

about lag on start

#

wasn't aware it was about standalone

brave widget
#

I'm just trying to clarify. Accurate information is important when requesting help or asking questions. If the information is incorrect, the answers will be incorrect

midnight root
#

and I'm fine with that

#

ty

brave widget
#

Interesting ๐Ÿ˜•

midnight root
#

So true !!!

#

LOVE Jim;)

craggy flax
#

Watching a tutorial where the guy sets a variable type to Camera Pawn, but I am not seeing that as an option in my newer UE4 engine. Anyone got any ideas?

#

standard pawn doesnt seem to behave the same way

next badger
#

it's hard to tell w/o context
there is no Camera Pawn class for sure

craggy flax
#

hes about to start the process

#

linked to time

brave widget
#

Looks like its just a Pawn reference that he named "CameraPawnRef"

next badger
vernal dock
#

hey guys im trying to include the websocket module.h but it isnt working

#

when i include this to my c++ class i get an error

#

#include "WebSocketsModule.h"

craggy flax
#

oh no sorry that is what he does with it that wont work currently with 'pawn' instead of camera pawn.
https://youtu.be/MpKXKr9alqY?t=495

In this episode we create our camera pawn which we will use to view and move around in the world with. We also set up some basic functionality in our begin play node as well as setup our forward and backwards movement of our camera. We create a couple macros as well as a cu...

โ–ถ Play video
#

i sent wrong time

dim plover
#

Did you add WebSockets to your modules?

craggy flax
#

last link I promise ๐Ÿ˜›

vernal dock
#

how do i add the websocket ot the module?

dim plover
#

It's in your build.cs.

vernal dock
#

ahhh ok

next badger
#

@craggy flax i've sent you a link ... have you seen it?

vernal dock
#

public DatabaseProjectTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.Add("DatabaseProject");
}

#

public DatabaseProjectTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.Add("DatabaseProject");
}

#

how do i add it

#

ahh wrong file

#

my bad

craggy flax
#

@next badger Yeah I have been following that tutorial. I have the camera pawn actor , but the issue is when he makes CameraPawnRef he sets the variable type to camera pawn. Watch my second link its where he hits the dropdown

#

first link was incorrect time

vernal dock
#

public class DatabaseProject : ModuleRules
{
public DatabaseProject(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

    PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" });
    PrivateDependencyModuleNames.AddRange(new string[] { "Http", "Json", "JsonUtilities" });

}

}

next badger
#

@craggy flax exactly...if you make the class called "CameraPawn", you can reference it

craggy flax
#

oh I understand. My issue is the automatic spacing UE adds in names which is super handy but it makes me think the item is different than what I typed in camel case

#

ty

maiden swift
#

@craggy flax I believe thereโ€™s a project setting to turn off friendly variable names of it becomes a problem for you.

craggy flax
#

No its actually nice, I just need to remember its a thing

#

lol

celest sleet
#

are u here ? @maiden swift

fading vector
#

How would one set a box collision to be disabled by default?

normal burrow
#

there are three settings for collision mode

#

one disables collision and overlaps

#

its odd because its not an option on the primitive.

fading vector
normal burrow
#

but i imagine you could set it in the constructor script to disabled

fading vector
#

hmm

celest sleet
#

I need help with UE4 Cinematic animation. Can anyone help me? 2668_Siren

normal burrow
sweet relic
fading vector
#

Oh, I see. Thank you

celest sleet
#

thank u bro @sweet relic

celest vapor
#

Is there a math formula to reverse a Percent. basically turn 10% into 90% or 20% into 80%?

dim plover
#

Why not just 100 - number = inverse percent number. I can't imagine any other way.

celest vapor
#

the player's max health is 100. and I want to get a 0 to 1 value based on how far it is from 0 up to 35

#

to determine an opacity of something on a widget

celest vapor
#

I get that. I'm getting the percent of what i'mm looking for. but I need to turn a 90% into a 10%

#

I want something to be less opaque the higher the percent

#

I figured it out. I'm sorry. I just took 1 - result

#

100 - 10 = 90, or 1 - 0.1 = 0.9

keen moss
#

Anyone having issues with the collab viewer template crashing on startup?

sullen wraith
#

I'm wanting to make a large persistent world, obviously with large maps players will get lag? I'm assuming best way to go about this is to have a server host multiple maps?

rotund scroll
#

I think the question of player lag in regards to a large persistent world is a bridge you should deal with when you get to it

wooden leaf
manic burrow
#

is it possible to use the legacy sequencer in 2.24.1 ? or did they take it out?

next badger
#

@manic burrow Matinee ? Why?

#

you can convert old files by plugin (disabled by default), but probably cant edit them as is

#

and in 4.25 Matinee will be removed completely

manic burrow
#

because of csgo lol

next badger
#

csgo?

manic pawn
#

matinee has been deleted already

#

why would you still want it

brave widget
#

What in the world would CSGO have to do with Unreal Engine? ๐Ÿค”

next badger
#

@wooden leaf Datatables? I think most of the devs using them.

humble oyster
#

For the love of god

#

I hate this server but damnit your the only one with people who actually talk

swift spindle
#

that bad eh ?

humble oyster
#

Yea

swift spindle
#

its ok... we hate you to @humble oyster unreal

humble oyster
#

Yea

#

That seems about right

swift spindle
#

why the hate ?

humble oyster
#

You just said you hate me to

#

How do you not know

swift spindle
#

just parroting you

humble oyster
#

Oh ok

#

Idk

#

I just need some help

swift spindle
#

ah...

#

๐Ÿ˜‰

humble oyster
#

YouTube ainโ€™t working

#

Discord not helping

#

And itโ€™s like I know the basics so I just wanna get straight to the point ya know

swift spindle
#

if your having a hard time getting help... you might wanna break down your problem into smaller bite sized chunks that people with very little context / lack of empathy / small amount of time can help with ๐Ÿ˜‰

humble oyster
#

Like I wish I could just ask someone yo how do I do this and they tell me

swift spindle
#

we all want that

humble oyster
#

Like I know basic graphic design and landscape

#

But like Iโ€™m trying to paint and the YouTube says then itโ€™ turns all black and like why doesnโ€™t mine turn black I did everything you told me

#

And same with other tutorials

swift spindle
#

the simple rule is this.... "can you google it = don't ask in discord" and "does it take more then a paragraph to describe in it's entirety = don't ask discord"

humble oyster
#

Iโ€™ll search like how to do combat animation and stuff and all that comes up is other peopleโ€™s games and no tutorials

swift spindle
#

well...

#

combat animation is no different then any other animation

#

unless your wanting physical interaction (which almost noone does)

#

and there are loads of animation examples on the learning tab

#

and free examples in the store

humble oyster
#

I also want like to make low poly characters

#

One video but it makes no sense

swift spindle
#

https://syntystore.com/collections/frontpage/products/polygon-modular-fantasy-hero-characters something like that has a lot of ways to use existing assets.. show setups.. and lets you add your own stuff into the mix

humble oyster
#

Thatโ€™s uhh

#

Thatโ€™s a lot of money

wooden leaf
#

@next badger Yes, i thought so, any idea why the video tutorial I'm watching doesn't look like the one I made.

next badger
#

@wooden leaf the only difference i see is row name...it is set on the right when row is selected

wooden leaf
#

The video does the list on exel and import the list into a datatable

#

Right so compare the screen shots. The one that has Row Name shouldn't be there

next badger
#

well, if you imported the CSV file you may exported it improperly

wooden leaf
#

that could be, I'm not using office for this. I'm using LibreOffice 6.3 and I never used it before. and when I save it, It's giving my more save options the MS Office exel

#

And I don't know how to use those

next badger
wooden leaf
#

ok, thanks I'll watch it

next badger
#

on 2:07 Mathew explains the column naming

#

@raven path in crime?

wooden leaf
#

@next badger Thanks Man, the video tutorial I'm following is older and doesn't have this new setup. Thank you

swift spindle
#

@humble oyster its not if you actually get what you need from it

#

don't ask how much an actual dev costs per hour ๐Ÿ˜‰

brave widget
next badger
#

@brave widget have you seen what's on that link?

brave widget
#

Uh, mostly going off him saying "looking for a partner"
Seems like it still applies ๐Ÿค” Hard to tell with what little they've said

next badger
#

A game with unlockable achievements, where you play as a wind-up monster with a secret superpower who wants to escape from a gamer who is passionate about stamp-collecting.

fierce tulip
thin tendon
#

ue4.24 told me it needs to update. Does anyone know where I can find patch notes for the latest update?

next badger
thin tendon
#

Thanks mate. I bookmarked the announcements section. So I can keep up to date

manic burrow
#

@next badger 3d csgo work

next badger
#

CSGO like Counter-Strike: Global Offensive? Source Engine one?

fading vector
#

Could someone assist me with my project, I started a new with no content (ported the ue4 default model with some animations but thats it). I created my gamemode, created my player controller, character and my camera attached to the character. Yet the camera does nothing and its as if I'm flying around, any idea?

exotic thicket
#

Did you change the default pawn from the gamemode?

#

Sounds like it's spawning the spectator pawn or something like that

fading vector
#

Yes

exotic thicket
#

Can you see what are the actors it spawns when you launch your game? It should be showing the spawned ones in the same panel where the other things in your world are

fading vector
#

I just renamed my character and its not showing it in the default pawn class...

#

give me a sec

#

Yeah even after a restart, nothing.

summer zealot
#

Hi all. How Can I use plugins in source build? All my tries have failed

fading vector
summer zealot
#

I want to use source build to make dedicated server, but cant make plugins to work

exotic thicket
#

That's kinda weird it wouldn't show up there... makes me think there might be something wrong with it, but not really sure what that could be

manic burrow
#

@next badger yes

next badger
#

@manic burrow still don't get how it's related to ue4

fading vector
#

@exotic thicket So I guess empty character can't be put into that slot

#

But a pawn can, so I created a pawn from the gamemode, and put it on my character yet still nothing.

manic burrow
#

@next badger some of that was made In ue4 there are lots of people who do it

next badger
#

and? how it's related to lack of matinee?

manic burrow
#

U import a fbx camera movement, and when they took out legacy itโ€™s never worked for me

next badger
#

You still ca import camera animation as before

manic burrow
#

but it never works for me now

next badger
#

then you doing something wrong

manic burrow
#

im using that tut

#

did it multiple times

#

and re exported the agr to fpx

summer zealot
#

Do I need to rebuild my source engine every time I add new plugin from marketplace?

dim plover
#

I could be wrong, but I'm pretty sure you don't need to do that.

swift spindle
#

depends if they give compiled dlls or not

halcyon flame
#

is there a risk with deleting an asset that has memory references, but no asset references?

is this typically just the undo history? I run into assets with clear reference viewers all the time which still have a handful of memory references, and I wish I didn't have to use the force delete option

sullen wraith
#

in all the multiplayer kits i've seen, hosting a server is dealt with locally, I'm wanting to make my game more like a MMO, with a dedicated server. is there any good tutorials on how to do this?

halcyon flame
#

@sullen wraith I don't have a helpful answer on tutorials, but I think generally dedicated servers work very similarly to hosted ones, they just aren't visualizing the game

sullen wraith
#

so is there a seperate "server hosting file" that can be generated or something?

gray shuttle
#

I switched from CryEngine.. UE4 is really impressive. Awesome engine and awesome community.

fathom glade
#

Why'd you start off with CryEngine?

gray shuttle
#

That was the first engine I used. And it didn't need light baking setup at the time.

#

Problem is,, you can never finish a game,, there are so many problems.
now with UE4,, everything is set up and read to go.

#

I'm actually impressed how good it is.

#

UE4 is so much better than it was 3 years ago. Lightmap UV and LOD are automatic..
Almost everything works as expected unlike cryengine where you have to hack through engine source for simple stuff.

normal burrow
#

welcome

dim plover
#

I think UE4 is underrated.

normal burrow
#

Yeah, I can see that. It is pretty popular though

#

Itโ€™s weird how many studios who traditionally do their own things, donโ€™t and just use ue4 now

#

Given real modified and everything

halcyon flame
#

@sullen wraith I don't know man. have you read the entirety of the network compendium by eXi?

#

I don't know too much about it but if you haven't read that in its entirety (it's ~100 pages but in ppt presentation density so it's like a couple hours if you're paying attention/taking notes). absolutely necessary resource for networking. if you've already read that, I'd recommend trying to catch that dude online, and also seeing if you can find basic textual resources. I've learned that the further you get into the weeds the less likely there is to be a convenient and user friendly YT tutorial series.

#

the guy posts on here, if you type @ and then eXi you should see him, but don't abuse that. exhaust your own research first.

jolly steppe
#

So I just had a frustrating moment

#

I have my character set up so when you press down, she crouches, and when you move, she crawls. and I put my turning logic in a node

#

but then I couldn't get back up after crouching. I spent like 20 mins trying to figure out why

thin tendon
#

Has anyone else experienced this issue? I created a spline for creating a fence. When I am dragging the points to increase the length of the fence. The editor starts running super slow and stutters its frame rate like its hanging up.

jolly steppe
#

turns out having everything in that node is messing with it. I don't get why : /

normal burrow
#

What is in the node

#

And @thin tendon yeah. Probably as it gets longer right?

brave widget
#

@thin tendon Under your class defaults, uncheck "Run Construction Script on Drag"
That "should" help

thin tendon
#

yeah man

#

@brave widget You legend mate. OMG thank you soo much

normal burrow
#

It recreates all the fence when the construction script runs

jolly steppe
normal burrow
#

So any chugging would be from that

thin tendon
#

Yeah that makes perfect sense. I am soo glad there is an option to turn that off

jolly steppe
#

but the thing is

brave widget
#

Np ๐Ÿ™‚ I had that issue with my utility pole BP with cable actors and I discovered that ๐Ÿ˜›

jolly steppe
#

it works fine when all of that is connect and NOT in the node

normal burrow
#

The montage there

#

That sticks out to me as something that should live in event graph

jolly steppe
#

I was trying to be neat

#

is that not what nodes are for? ๐Ÿ˜‚

normal burrow
#

Thatโ€™s a function

#

You could make a macro

jolly steppe
#

I can't put it in a function because there's a timeline

normal burrow
#

And extend output expects for play reverse

jolly steppe
#

I guess Macro can work.

normal burrow
#

Yeah timeline is what I meant

jolly steppe
#

wait what?

normal burrow
#

Not montage

jolly steppe
#

oh! I was wondering, lol. I thought you were talking to someone else for a sec.

normal burrow
#

Select everything to the left of the timeline

#

Then convert to macro

#

Do the same with the right side if you want

#

Put a sequence node at the front to simulate the output exec of a function

jolly steppe
#

hang on I have an idea.

ivory grove
#

Hey guys, got a question

#

Im doing this blueprint course and everything was perfect

jolly steppe
ivory grove
#

Until I got to a lecture about timelines and such

brave widget
#

My eyes ๐Ÿ˜–

ivory grove
#

the lecture is about animating a glowing crystal which would be absorbed by my player pawn upon colliding with each other
for some reason when i absorb these crystals, my player pawn (a sphere) gets pretty much shot away from the impact of the crystal being absorbed into it
any ideas about a fix?

jolly steppe
#

Can someone troubleshould my blueprint for me ๐Ÿ˜‚

brave widget
#

Nope ๐Ÿ˜‚ ๐Ÿ˜›

jolly steppe
#

just follow the wires

#

lmao

normal burrow
#

Hurray

jolly steppe
#

lol like it?

normal burrow
#

Hard to tell tbh

jolly steppe
#

I'm joking ๐Ÿ˜‚

#

If my blueprint looked like that I'd have a heart attack, lol

thin tendon
#

omg I laughed soo hard. Thats the best one I have seen in a while

jolly steppe
#

there's more pics like that? ablobsweats

swift spindle
#

that's..... I don't feel well....

jolly steppe
#

lol

swift spindle
#

blerk

normal burrow
jolly steppe
plush yew
#

@jolly steppe MY EYES PLEASE

#

I actually had a co worker that did shit like that and it took me DAYS to fix it

jolly steppe
#

fix my BP!!! ๐Ÿ˜‚

plush yew
#

You need to get on that bro

jolly steppe
#

oh cod

#

I legit saved before I did that then took a pic and instant closed

swift spindle
#

you could try an auto layout function...

jolly steppe
#

that exists?

swift spindle
#

yes...

#

they are not amazing tho

#

but in your case....

jolly steppe
#

I didn't save xD

swift spindle
#

I'd treat yours like "ol yella"

jolly steppe
swift spindle
#

better.....

jolly steppe
#

I tried looking for a vid but can't really find any.

swift spindle
#

look into enums

exotic thicket
#

I think the custom movement mode just means it won't do anything, so you would have to implement it in on tick or something yourself

normal burrow
#

c++

#

is how you do custom movement modes

swift spindle
#

ugh.... ticks are bad mmmkay

jolly steppe
#

C++

#

ahh

#

... I need to learn C++

normal burrow
#

cmc is not really the best first c++ thing to do

#

but you could yeah

jolly steppe
#

what's cmc?

#

I have falling on tick because I wasn't sure how I could get a nice fall curve without it. I think C++ might be able to help.

swift spindle
#

you don't need to learn C++ to have your own movment type

jolly steppe
swift spindle
#

you can also use event bindings

jolly steppe
#

This is my temp solution. I'm sure I'll find a better way

#

what's that?

#

like custom events?

swift spindle
#

kinda...

#

but you can bind almost anything to anything else

normal burrow
#

character movement component

swift spindle
#

so say if a variable changes in one place.. it runs something somewhere else

#

it's super powerful stuff

#

and it's actually how ue4 works for the most part

jolly steppe
#

well the way I'm doing it is I'm checking if the character is in air, then I'm checking if she's falling. then if the Z velocity hits 0 it resets the timeline.

#

idk how to do that without tick >_<

#

so like, could I fire the timeline if she's in air?

#

without tick?

swift spindle
#

its a tad confusing

normal burrow
#

tick is likely okay for your one character?

exotic thicket
#

I'm not sure why you would not want to use tick for a custom movement tbh

swift spindle
#

you can

exotic thicket
#

Assuming you want to move smoothly similar to how other movement works

swift spindle
#

it's just a good habit to get into

#

problems with ticks are they are not reliable

normal burrow
#

yeah not having that pulse is nice

jolly steppe
#

I locked my tick to 60 fps

#

thought that would solve frame inconsistencies.

swift spindle
#

I rebuilt a whole virtual cam system to remove ticks =/

#

ugh... I have no idea how I even did that now

#

and it was only 6 months ago

#

yay for temporary learning work!

jolly steppe
#

https://www.youtube.com/watch?v=BcxtpSLMnH4&t=
I saw this video and I was trying to figure out my jumping physics.

Richard Hinckley, Sr. Learning Resource Engineer, returns to the livestream to discuss data-driven character movement. We'll demonstrate how to use curves to affect the feeling of your game's character controls. Friction, acceleration, jump arcs, and even gravity can all be a...

โ–ถ Play video
#

but I don't know C++ so I have no idea how he set that stuff up

#

I tried to follow along but my brain hurt : <

exotic thicket
#

I don't really know how doing movement off an event that fires say 60 fps is better than doing it from on tick which fires at 60 fps :P

normal burrow
#

its not, but i think they meant throttling tick

jolly steppe
#

So far that's the only thing I'm using tick for

#

that and testing stuff but that's different

swift spindle
#

๐Ÿ˜

jolly steppe
#

what?

swift spindle
#

sorry.... just.... remembering what my engineer used to tell me when I saw that...

#

my ears would be on fire afterwards

jolly steppe
swift spindle
#

he's made worse...

#

I yelled at him for it

jolly steppe
#

haha

fierce forge
#

that's spaghetti ? ๐Ÿ˜„

jolly steppe
#

Only the worse kind : )

fierce forge
#

why did you did this ?

jolly steppe
#

fun : >

#

lmao

fierce forge
#

๐Ÿ˜„

exotic thicket
#

It's not considered a bad practice to use component trees to define relationships between components right? :P

#

Trying to think of a slightly less cumbersome way to define certain things... currently I refer to the other component by name

normal burrow
#

normally you use an actor

#

to refer to components

exotic thicket
#

Yeah, basically what I'm doing is defining "part slots" on my actor :)

#

Certain other actors can be attached to specific slots on the actor, and this makes use of a collider to check when you're pointing at the right spot, and some other values to decide whether the thing you're trying to attach is even the right kind of thing

jolly steppe
#

usually that shine doesn't translate well in games.

fierce forge
#

what video card do you have ?

jolly steppe
#

2080ti

normal burrow
#

has gi gotten better at all?

exotic thicket
#

This component thing is another of these weird architectural questions that come to mind that seems pretty hard to find answers for lol

#

I suppose it could be a question of "if it works..." :P

normal burrow
#

the way components latch to properties on an actor is weird

#

it takes a fair abit of effort to get an array of components, can't really default

#

but it all ends up working of course

#

just what your doing sounds like it could be harder to deal with in terms of configuring things in blueprint editor

exotic thicket
#

Yeah my solution feels sort of complicated but it also seems like it works so ยฏ_(ใƒ„)_/ยฏ

#

Right now I have an array of structs which define the slots, but all of them basically have a transform and a collider, so using a scene component for the slot seems like it would make sense since it has a transform and you can associate other metadata with it

#

and in that case I could nest the relevant collider under the slot scene component, so I don't need to separately specify which is the correct collider for it

potent violet
#

@jolly steppe you should make a test bool macro that takes in a name and bool and then convert to your debug string. Then add it into a container of strings. Then print all the strings later. You know, to save your sanity

jolly steppe
#

what sanity?

#

x)

#

and not sure if I know how to do that

plush yew
#

Hi I imported my skeletal mesh in first person template and the camera views the wrong side

#

For example, I'll rotate my camera to face the side of my character, and it will show in front