#ue4-general
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๐
try restarting
inside unreal too, everything is broken
pc
i tried, even i've reinstalled the launcher, nothing worked!
when was the update ?
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
i haven't opened it today
it's the launcher 10.11 i think, it was today or yesterday, i've just restarted the launcher and everything happened after !
as an advice,,,,, don't update it ๐
@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
thx for ur time and help anywa ys
and the character is moving , so there is NO fixed "end point"
@austere scroll where are you from ๐ ? Egypt ?
no that's actually me ๐
oh.
yeah, LOL i'm shocked ๐
thanks, ๐ so what's exactly your problem with unreal? if i can help
its a biig big problem
ohhh cool ๐ Jordan
@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
okay, let me see the history
@austere scroll is that because of the projectile fire or you are not able to match the line trace of fire with the crosshair ?
I'm not expert with FPS games, but i think the problem might be the projectile travel.
does it fire up or down the crosshair ?
@austere scroll oh its actually accurate on close distance?
is your crosshair completely centered? ;)
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
i can see it yes
UE noob here, Should I install UE with the epic launcher or download from interwebz?
@thin hollow definitely launcher
helps with managing versions, projects, assets imo @thin hollow
great! Thx @heady saddle
u can see it there
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"
@austere scroll
the break is out from the line trace node of course.
the return value should be connected to the "spawn emitter at location"
i dont.. have the line trace node
idk im following a tutorial
ummm,
IT JUST spawns there, i guess ?
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
what tutorial are you following, can you share the link ? i might take a look
If you've ever wanted to create a first person shooter game but weren't sure where to start, this is the tutorial series for you. You'll learn everything you need to create an FPS from scratch using Unreal Engine 4.
You'll learn everything ranging from creating characters to...
ITS A BIT OLD
anyone know why my linetraces sometimes dont register a blocking hit? only happens at sharp angle
how far below the ground do they extend?
they dont, they just end there when they dont block
the blocking ones are multiplied by 5000
Sounds like the trace is too short
yeah id think so but its the same vector used which is multiplied by 5000
make them 10% longer then?
I mean, does your trace stop at the end of the red lines?
if its a blocking hit, it doesnt stop and continues on for "5000 units"
like, are you expecting a hit right at the end of the trace or close to it?
im expecting to always get blocking hits when shooting at the static meshes
yes, if it doesn't block the trace just stops right there
shooting into open space it continues on as expected without a blocking hit
yea when I asked how far they extend below the ground I meant the trace in general, not the place where it blocks ๐
but anyway, if the trace is longer than the distance to the ground there it is odd
it's definitely longer than the distance to the ground
it might have to do with the way i get t he vectors
trying a different linetrace straight from the camera ill always get proper blocking hits
I solved it, I was calling my vector end function before my vector start function so i just switched the order
I notice you have exactly one line in two that shows a hit
are you sure you are displaying the hits correctly?
by one in two I mean, one hits, then the next doesn't, hit, no hit, hit no hit
oh, not sure but it only happened at sharp angles (aiming down)
okay I thought I solved it.. I'm just gonna try some stuff out
@serene birch it's definitely not hit, no hit, it's at specific angles
is your debug display affected by the depth buffer?
how can I check that?
F1
Hi, is it possible to update heightmap when i use world composition ?
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.
@thorn crown might want to report that on the forums.
CC: @gleaming narwhal
@light lintel ask on #multiplayer
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?
@fierce tulip can it rename c++ projects too?
Yeah will do.
@next badger iunno
@red prairie there are 100's of tutorials for something like that please hit up google or youtube
@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
@fierce tulip your a particle god I was wondering if you would recommend I use Local volumetric fog through a particle system in order to avoid making lower area's difficult to deal with like this example
@red prairie it's simple just make a randomization inside of it
I dont do much with volumetric fog.
I'd probably use a setup quite like a water material, but make it look foggy
ahh okay cause I wanna remove that fog but this is just being a dick lol
@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
its the "location" vector from a break hit result
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"
that's what I'm thinking
@serene birch that formula works, thanks a ton
@uncut vigil thank you, appreciate it
I like my version more btw because you don't need to compute a vector length for it
which costs 3 multiplications and a square root ๐
VectorLengthSquared ๐ค
no no
you can't rescale cleanly that way !
also, reminder that the Get Unit Direction Vector node does it's own call to Length
so that method actually calls Length twice ๐
Can a good soul give me a clue as to why the content folder of my plugin isn't showing up in editor? https://i.imgur.com/Z2dOjnW.png
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?
@brittle gulch How many draw calls do you have?
@tame delta Less than 100. Around 65
No worries ๐
@tame delta Nvm turns out the folder is there, it's the "Content Content" folder.
Guys.. i need help.. i tried to retarget skeleton but the skeleton i need is not even visible
How can i fix it?
@verbal summit you need to use a different retarget window first
look online
there should be a guide
i have done it .. even i have duplicated skeleton and done it on the duplicates
still not working
what have you done?
well i set up rig for new skeleton(like in guide)
what guide
In this video we take a look at how we can share animations between two Skeletal Meshes that are using different Skeleton assets. We go through the setup and retargeting process and pass an animation between two different Skeleton assets.
(00:05) - Recap
(01:14) - Creating & ...
did you set up bone comparison
yep
then it should show up if it's done correctly
if there are bones missing it might not
do you suggest reimporting character ?
no I suggest looking at the retarget manager
and seeing that all bones are set correctly
@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?
only root is not assigned
uncheck show only compatible skeletons and see what happens
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 ?
@jaunty haven Do it in the Game Instance BP
@brittle gulch yeah so generally using sphere collision is better when you can avoid box collision
use only box collision where you need the precision of a box
essentially
Okay I see, like doors and such
@light lintel why are you tagging me?
yea exactly
in terms of collision performance, the list is Sphere < Capsule < Box
@brittle gulch okay thanks
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 ๐
no worries
the general formula for measuring performance for collision is the number of points required for its assembly
sphere has 1, capsule 3, box 8
it's the same also for complex collision
caspule is 3?
@jaunty haven If you have experience with C++ you can also look at the Subsystem system
2 spheres + 1 point to measure half size between them
@grim ore Would i be able to add components from there ?
oh interesting
also why capsules have limited control compared to box
would it make a difference if the radious of the two spheres in a capsule is different?
yea, so the assertion is that both spheres are the same size
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 ?
@grim ore where should i start with the sub system ?
otherwise you'd need at least 4 more points to measure collision @tawdry storm
capsule is one of the most efficient shapes all around
that would explain why it's the default collision for the UE4 character
That's very interesting, Cranz, I thought it was more about the number of "vertices" that would be required to make the shape
@brittle gulch it's the control points
well it's maths, you don't have any vertecies
all you need for a sphere is a point + radius
I learned that from my raymarching experiments ๐
it might be actually 6 not 8 for the box, but it's still the most expensive by far
@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
Oh okay, they are just graphical representation but behind the hood it's only maths. Clever!
@grim ore agreed
@brittle gulch that's also why the collision sphere presentation is smooth in its visualization ๐
@grim ore i would like to know about subsystem, where should i start ?
https://docs.unrealengine.com/en-US/Programming/Subsystems/index.html and there is a livestream about it
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
exactly why complex collision is so much worse than simple collision
complex collision almost always traces per vertex
there might be some optimizations that are done on import, but in general it's very close to that
so you can consider how expensive a collision is then and compare it to how many simple collisions you could do it with
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?
That's very nice! Then It's also better to have simple collisions made out of spheres and boxes than an imported UCX?
almost always @brittle gulch
unless you can get away with some concessions by making single plane collisions
for instance
those should be 3
I don't understand why those are 3 though
because the last point can be inferred through knowing the other points
or actually
my bad
couldn't you calculate a plane with just a point, a normal and an extend?
yea exactly
yes
well it's all math
so if you're good at math
you will be good at collision optimization
I'm really not, but I'm trying
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)
well as long as you like messing with it it's enough
I kinda need to be if I wanna be a shader wiz like some other people here
yea
you need to do per pixel stuff as well
talk about expensive
that is the biggest oof
I made a kuwahara shader
for each pixel, 24 pixels around that pixel have to be taken into account
and you have to loop twice to get horizontal and vertical range
@jolly steppe sounds like you might need to adjust something in your animation blueprint, maybe ask the guys in #animation ?
= unusable in game
oh yeah that sounds horrible
pretty sure that has nothing to do with animation.
but it was a fun experiment, and my word results look amazing
so I'm considering keeping it as a screenshot mode
oh by startup you mean the fallspeed?
๐
Yeah
sorry I interpetated that as the speed of the falling animation
sounds cool though Cranz
if you want to get into shaders, I think it's a good entry point
making a gaussian blur shader and then building kuwahara from that
plus you can do it all in the custom node of the material editor
funnily enough, that's exactly what I need right now
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
at least more efficient than blurring it each frame
I never heard of kuwahara, so I guess I'll start looking that up first
it's a filtering technique like you'd find in photoshop. you get some really nice painterly looks from it
oohh that looks like Zelda Twilight Princess
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 ๐
might be a P4 bug
I generally don't recommend P4 because it doesn't do checksums
so if your problem is related to that, then there isn't really a solution to your issue
but feel free to try #source-control
@tawdry storm yeah but it's filtered real time
screen space
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
@mental cairn Check out this page for details on how to set up encoding for various files in unreal
https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/StringHandling/CharacterEncoding/index.html
Overview of character encodings used in Unreal Engine.
๐คฆโโ๏ธ I didn't see the channel source control. But thanks if it's a problem from perforce we will go with it.
might even be a completely different technique, but it seems similar
Skyward Sword in Dolphin at higher resolutions looks amazing
That dof thing doesn't show well on the Wii
bokeh DOF also comes to mind
@mental cairn That was actually the wrong page. check this page for the P4 typemap:
https://docs.unrealengine.com/en-US/Engine/Basics/SourceControl/Perforce/index.html#p4typemap
How to setup Perforce so that you can share assets with other on your team.
which is a whole lot cheaper
probably a modified version of that
Ok, i'll check that up
If you intend to blur reflections, it is pretty straight forward.
@grave nebula do you know if there's any good approximation of kuwahara one could make happen during real time?
like maybe some weird screen space refaction map?
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.
@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)
@grave nebula how small is small size? already with 5x5 it gets pretty expensive
but I suppose that's an exponential curve
3x3 is the highest you can realtime realistically.
so what about blurring a render target texture and baking that back down into the texture?
Separable bilateral, where kernel is diced by sort of a texture map could work, but it suffers from camera movement and temporal stability.
what's the running time per pixel for bilateral blur?
No clue, but separability bumps viable kernel sizes to 32x32 range.
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.
no like I said I want to capture a texture, then blur it once and bake that down for later use in the scene
but it has to happen in runtime
And what is the complication? Perform a capture, use draw material to render target to perform two pass Gaussian blur. @tawdry storm
Has anyone set up game lift?
@grave nebula well the problem is that I still have to figure out how to do this, but I'm on it
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
I guess that's the closest thing to a 'tutorial' I'll find for this ๐
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?
Is there anybody here who's working with machine learning using UE4?
@pallid talon that won't be very linear of it, would it now?
@pallid talon multiply by 0.5 then put that into a sine
@tawdry storm Perfect, thanks buddy!
@plush yew See Seirei's response. That's how you should respond.
Theyโre not wrong ๐
Teriander a linear version of that would be
(min(X*2.f,1.f) - max((X*2.f)-1.f,0.f))
@normal burrow I'll give that a try.
@abstract relic Not all nodes are only used explicitly based on the node's name.
No shit
@normal burrow is X the gradient in your example?
oh wait I did something wrong
@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.
welp looks more linear, yes
No shit ๐
I just wanted to see it ๐ฆ
actually I just wanted to translate that bit you posted into nodes just for the heck of it ๐
@gleaming narwhal Yes I got it resolved by uninstalling and installing it again.
looks good seirei
lol thanks
Where should I post my query?
My character spawns under the landscape. No i havent set a spawn point in BP
How can I fix this?
Does it spawn normally on a fresh level?
i have another level it spawns normally
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
Spawn points are a good option too
then check world setting
i added the print string there is a location
it spawns at player start, but the landscape isnt there
world composition ?
as in, the landscape doesn't load in on time?
the landscape always loaded before, last thing I did was change the landscape material and the player started spawning under
is player start above the landscape though?
is there something under the landscape that can be stood on?
can stand on it?
its standing on it
ok well the spawn code is likely tracing for a ground then
Do you have Allow Tick Before Begin Play enabled?
no i dont
i'm a little unsure why the landscape isn't loaded in at start time though, if your using world comp. maybe thats why
usually because there was something underneath the landscape
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
world composition is False
yeah i figured
ok i press play, the landscape isnt loaded, I press F8 the landscape is there
its standing on it
i havent done anyhting yet
you may have hide in game enabled
er lemme find the right potion
is that checked on the landscape?
so you are actually standing on the landscape
you just don't see it, am i correct?
but you are standing on it yeah?
yes
how about this one?
set to false
Hi
In world setting
that is set to true
How know if that's begin of the play. No the begin play for the actor but for the all the game . ?
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
how do you mean placed?
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 ๐ (name of object)" and it says it twice
was referring to rayland's question, if you know tthat the actor is placed, its begin play would presumably be at the levels
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
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
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)
so you aren't intentionally animating the scale?
@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
k open up the level sequence
and find that object by name in it
locate its transform channel/track, delete the scale keys
any way this could be fixed?
3Ler4never are you paying attention to the log?
๐ค
I have already To find a solution at my problem. thanks anyway
I deleted the scale keys, now I get a bunch of that same error. Like 20 times
what is the scale supposed to be?
X0.3, Y0.25, Z0.05
It's the same on both blocking volumes
and when its animated, what is it?
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)
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
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)
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?
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 ๐ค
Btw, thanks for trying to help. I appreciate it
thats what i meant yes.
pay attention to what log? log in the editor?
yeah, any error messages, warnings etc, output log
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
dont have a output log
i found it
@normal burrow I have a few others, but they're totally unrelated to these objects
dont see any complaints there
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 ๐
Anyway, thanks for the help. I'll work on other stuff in the meantime and check with my professor
@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
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?
i havent found anything on google. so the main problem is the landscape isnt visible in the game
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?
and i searched through the histroy chat and i havent found anything
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
@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
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?
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?
increase z location of the landscape
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
Question is would that give me issues if lets say i want to build mountains on one of the islands
no but consider you need a lot of landmass to make mountains
edit the heightmap then
@abstract relic Not sure what to edit exacly
does anyone have any experience with Pixel Streaming? What is a good cloud hosting service to use for this?
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
I mean that's the same process as making mountains
you can just lift the water plane
Whats the easiest way to detect if a float changes value?
print it
Creating and using custom Heightmaps and layers for your landscapes.
@main fulcrum are you asking for process or for tools?
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
@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
@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
ok are you using a heightmap or manually sculpting?
ah, you haven't learned the fundamentals https://docs.unrealengine.com/en-US/Engine/Landscape/Creation/index.html
Guide to creating new Landscape terrains.
gaia is just a middleware
idk at this point
I used gaia in unity previously
i alwayes faced the same problem thatwhen ilifted the tarrain to make the water plane look deeper
consider stuff like an ocean shelf and how that is relevant
then when buliding mountians i would have been screwed
like I said
building mountains takes a LOT of landmass
don't know what to tell you, it's a matter of sculpting and generating
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
you might get an echo
I just hate repeating myself
lol
hello Pat
thank you @grim ore
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?
Using texture coordinate?
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?
Well, by plugging it into the UV pin
I'll try that! Thanks!
UVs are just a number range
I completely missed the UV Channel input on the LinearGradient.. Thanks!
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?
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
There is a remove all widgets, but I highly doubt thats what you want to do ๐
Um, someone with more experience will need to chime in as I'm not finding anything
yes I'd like my other widgets to stay
Remove from Parent might actually work ๐ค
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
Not using a metallic, lol should I add one?
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
Ok great. Thank you so much for the help
and click on the constant and on the left it shows the details, I believe 1 is no shiny and 0 is a mirror
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
@brave widget Thank you so much! @tawdry heath Thank you so much as well
Np ๐
ye what he said
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...
@midnight root are you talking about 4.22.1 or just another software
def. ue4
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
Oh, thats what were talking about?
Ctrl+L
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
issue #?
not doing anything
Did you select the SunSky actor?
sigh so its something that only works on that then
It was made specifically for that, so yes, it only works on that
alright ty
Its only temporary as well, the moment you change a value, it resets
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
If its not reported, then how could they fix it?
Yes EVERYTHING has been fixed in 4.24.2
๐
sad must just be my end then, andI knew it was reported,btw
How? You said you only saw it on the forums. ๐ค
and
A delay on begin play?
"Wont fix"(c)
?
"Fairly sure" ๐ ๐
yuppers
Graphics not optimized, too many textures loading at once....
@brave widget im sure
yuppers
I've been **sure ** of a lot of things in my life too ๐ ๐
Thats not an engine problem, thats your own design
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
Also, have you ran it in standalone. PIE is not a test scenario...
Well there you go..
I thought you said it was confirmed to be a bug and a dev confirmed? ๐ค ๐
whatever dude
I thought it had been
about lag on start
wasn't aware it was about standalone
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
Interesting ๐
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
it's hard to tell w/o context
there is no Camera Pawn class for sure
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...
hes about to start the process
linked to time
Looks like its just a Pawn reference that he named "CameraPawnRef"
@craggy flax https://youtu.be/MpKXKr9alqY?t=169
hey guys im trying to include the websocket module.h but it isnt working
Module for web socket implementations
when i include this to my c++ class i get an error
#include "WebSocketsModule.h"
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...
i sent wrong time
Did you add WebSockets to your modules?
last link I promise ๐
how do i add the websocket ot the module?
It's in your build.cs.
ahhh ok
@craggy flax i've sent you a link ... have you seen it?
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
@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
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" });
}
}
@craggy flax exactly...if you make the class called "CameraPawn", you can reference it
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
@craggy flax I believe thereโs a project setting to turn off friendly variable names of it becomes a problem for you.
are u here ? @maiden swift
How would one set a box collision to be disabled by default?
there are three settings for collision mode
one disables collision and overlaps
its odd because its not an option on the primitive.
but i imagine you could set it in the constructor script to disabled
hmm
I need help with UE4 Cinematic animation. Can anyone help me? 
@fading vector
@celest sleet try #cinematics?
Oh, I see. Thank you
thank u bro @sweet relic
Is there a math formula to reverse a Percent. basically turn 10% into 90% or 20% into 80%?
Why not just 100 - number = inverse percent number. I can't imagine any other way.
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
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
Anyone having issues with the collab viewer template crashing on startup?
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?
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
has anyone ever seen this or even used anything like this
I tried to do the same thing and this is how it comes out for me.
is it possible to use the legacy sequencer in 2.24.1 ? or did they take it out?
@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
because of csgo lol
csgo?
What in the world would CSGO have to do with Unreal Engine? ๐ค
@wooden leaf Datatables? I think most of the devs using them.
For the love of god
I hate this server but damnit your the only one with people who actually talk
that bad eh ?
Yea
its ok... we hate you to @humble oyster 
why the hate ?
just parroting you
YouTube ainโt working
Discord not helping
And itโs like I know the basics so I just wanna get straight to the point ya know
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 ๐
Like I wish I could just ask someone yo how do I do this and they tell me
we all want that
Like I know basic graphic design and landscape
But like Iโm trying to paint and the YouTube says then itโ turns all black and like why doesnโt mine turn black I did everything you told me
And same with other tutorials
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"
Iโll search like how to do combat animation and stuff and all that comes up is other peopleโs games and no tutorials
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
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
@next badger Yes, i thought so, any idea why the video tutorial I'm watching doesn't look like the one I made.
@wooden leaf the only difference i see is row name...it is set on the right when row is selected
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
well, if you imported the CSV file you may exported it improperly
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
@wooden leaf https://www.youtube.com/watch?v=nMy6H1o1zO0
An example of how we would take a CSV file form an external program like Google Sheets or Microsoft Excel and bring it into Unreal Engine as a Data Table.
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into ...
ok, thanks I'll watch it
@next badger Thanks Man, the video tutorial I'm following is older and doesn't have this new setup. Thank you
@humble oyster its not if you actually get what you need from it
don't ask how much an actual dev costs per hour ๐
@raven path The #more-resources would tell you to look in #looking-for-work
@brave widget have you seen what's on that link?
Uh, mostly going off him saying "looking for a partner"
Seems like it still applies ๐ค Hard to tell with what little they've said
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.
ue4.24 told me it needs to update. Does anyone know where I can find patch notes for the latest update?
The 4.24.1 Hotfix is now live!
Feel free to discuss this release on the 4.24 forum thread. (https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1695917)
If you experience a bug with the 4.24.2 Hotfix, please follow the How To Report a Bug Guide (https:/...
Thanks mate. I bookmarked the announcements section. So I can keep up to date
@next badger 3d csgo work
CSGO like Counter-Strike: Global Offensive? Source Engine one?
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?
Did you change the default pawn from the gamemode?
Sounds like it's spawning the spectator pawn or something like that
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
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.
Hi all. How Can I use plugins in source build? All my tries have failed
I want to use source build to make dedicated server, but cant make plugins to work
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
@next badger yes
After like a year and a half since NEVERMORE was released, today I am proud to say that I'm done working on NEVERMORE 2, the second part for Apel's Fever Dream weapon collection!
I started this project over a year ago, sometime around late November 2017 if I'm correct (maybe ...
@manic burrow still don't get how it's related to ue4
@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.
@next badger some of that was made In ue4 there are lots of people who do it
and? how it's related to lack of matinee?
U import a fbx camera movement, and when they took out legacy itโs never worked for me
You still ca import camera animation as before
but it never works for me now
then you doing something wrong
Hey guys! Here is a quick tutorial on how to export your FBX camera from Autodesk Maya to Unreal Engine 4. Making animated videos from scratch can be tough, so Animator's Resource is a great way to get a head start on making videos!
Here is the link with the add-on:
https://...
Do I need to rebuild my source engine every time I add new plugin from marketplace?
I could be wrong, but I'm pretty sure you don't need to do that.
depends if they give compiled dlls or not
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
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?
@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
so is there a seperate "server hosting file" that can be generated or something?
I switched from CryEngine.. UE4 is really impressive. Awesome engine and awesome community.
Why'd you start off with CryEngine?
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.
welcome
I think UE4 is underrated.
Yeah, I can see that. It is pretty popular though
Itโs weird how many studios who traditionally do their own things, donโt and just use ue4 now
Given real modified and everything
@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.
in case you need a link to it, here it is: http://cedric-neukirchen.net/2017/02/14/multiplayer-network-compendium/
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.
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
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.
turns out having everything in that node is messing with it. I don't get why : /
@thin tendon Under your class defaults, uncheck "Run Construction Script on Drag"
That "should" help
It recreates all the fence when the construction script runs
This is what's in the node
So any chugging would be from that
Yeah that makes perfect sense. I am soo glad there is an option to turn that off
Np ๐ I had that issue with my utility pole BP with cable actors and I discovered that ๐
it works fine when all of that is connect and NOT in the node
The montage there
That sticks out to me as something that should live in event graph
I can't put it in a function because there's a timeline
And extend output expects for play reverse
I guess Macro can work.
Yeah timeline is what I meant
wait what?
Not montage
oh! I was wondering, lol. I thought you were talking to someone else for a sec.
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
hang on I have an idea.
There we go : )
Until I got to a lecture about timelines and such
My eyes ๐
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?
Can someone troubleshould my blueprint for me ๐
Nope ๐ ๐
Hurray
lol like it?
Hard to tell tbh
omg I laughed soo hard. Thats the best one I have seen in a while
there's more pics like that? 
that's..... I don't feel well....
lol
blerk


@jolly steppe MY EYES PLEASE
I actually had a co worker that did shit like that and it took me DAYS to fix it
fix my BP!!! ๐
You need to get on that bro
you could try an auto layout function...
that exists?
I didn't save xD
I'd treat yours like "ol yella"
this is how my stuff looks.
better.....
Hey I have a question. How do you create your own movement mode?
I tried looking for a vid but can't really find any.
look into enums
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
ugh.... ticks are bad mmmkay
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.
you don't need to learn C++ to have your own movment type
you can also use event bindings
This is my temp solution. I'm sure I'll find a better way
what's that?
like custom events?
character movement component
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
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?
Adding and removing events from an Event Dispatcher's events list.
its a tad confusing
tick is likely okay for your one character?
I'm not sure why you would not want to use tick for a custom movement tbh
you can
Assuming you want to move smoothly similar to how other movement works
yeah not having that pulse is nice
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!
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...
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 : <
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
its not, but i think they meant throttling tick
So far that's the only thing I'm using tick for
that and testing stuff but that's different
Made this fancy Macro to test various variables x)
๐
what?
sorry.... just.... remembering what my engineer used to tell me when I saw that...
my ears would be on fire afterwards
haha
that's spaghetti ? ๐
Only the worse kind : )
why did you did this ?
๐
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
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
ray tracing in UE4 is really nice.
usually that shine doesn't translate well in games.
what video card do you have ?
2080ti
has gi gotten better at all?
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
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
Yeah my solution feels sort of complicated but it also seems like it works so ยฏ_(ใ)_/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
@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