#ue4-general
1 messages · Page 640 of 1
rotate it around z
you could also rotate it around the root bone in the anim graph
Hm I’m not sure what you mean horizontal
Think of this way. The earth spins along the z axis. A ballerina twirls along z axis. When you spin on your office chair, that’s rotation along z axis
Could someone help me with this basic health bar?
I've made one before but I cannot seem to find out what is wrong
Don’t ask to ask. Just ask

I want that
someday I'll be able to help people here .-.
Can tell you right now
You should have a Current Hp and Max Hp variable
I know, but I can't even get one to display
That way you can divide current with max to get the percentage
I just divided by 100 for the time being
Is the bar not rendering?
dang I'm useless ._.
Can you confirm that it is casting properly?
Just throw a print string before the return node
The latest
Good
We don’t have to do bp interface then
But let’s try an equally stupid solution
Yeah I've been clawing my eyes out over this
Make a pawn ref var in the widget bp at begin play. Then set the var with your target character
Then use that pawn ref var to get hp var
What's weird is this works on my other game
Exact same code
This is a new game btw
brand new
Well we can do the equivalent of power cycling and have you delete your intermediate folder 😜
Try putting a print on the other side of the caste crypto. Perhaps that ain’t tunning at all?
and maybe binary if pat doesn’t kill me
I suppose the only difference is that this is a sidescroller and the other game is a 2dsidescroller
lol
I can try a print
Never
Check your Maps and Mode in your project settings too. The fact that it’s rendering tells me that there shouldn’t be an issue there but you never know
I guess I could've ran the game and looked at the code, shows no indications of even starting, no orange line. nada
Yeah good to check
And check if you set the correct widget to the viewport. All that nonsense
How is that function to be invoked?
Not the problem but this is shady
Still waiting for someone to solve my issue. I don't know where to stick the begin play event node. Can someone show me?
The middle, put it with everything else
I’m not touching that
lmao someone reacted with a fire
Screen shot your event graph crypto
Please tell me you’re running the function
hud
uh
lot's of terms to remember. it's hard to keep up, lol
Did you make a new Blueprint or something? Forget to save?
Nah, but I recall needing to put something in here..
😛
Yeah definately
Wait am I tripping
My other project
Has nothing there
I must've called it somewhere
I think you're simply using the incorrect get player node
See ya
Maybe?
It's the exact same as my other project
I mean I wrote it here, didn't copy it
Is it a binding or something? Tbh not sure how health was shown either
it's a binding
Don't care about that, shoo 😛
first, would like to confirm that the binding is running
Okay, so how can I check
just throw a print string before the cast
Next
Check that the binding is applied to the progress bar
in the details panel
I think you already sent a shot of it
just confirm that it is the same function
it is
Cool, so try using Get Player Pawn for the Cast
Hm that thing doesn’t print at all?
yay
Phew
Woo
it happens
What did you do different the second time?
I didn't rename the function
Whats sad is that is a small fraction of what I have to do now
I'll be in chat hanging out and working on this. I'll letcha know if something comes up 😛
What? You didn't compile the first round?

delete those Intermediate and binaries 

hmm?
Oh also changed to pawn
which made no intial difference
however it was working after soooo
initial?
So maybe no initial but yea ultimately?
The first function, that I deleted didn't work with it
the second one did
but I didn't try anything else sooo
I still think it's conflicting temps
I got a question for y'all
Unfamiliar with binds but makes sense
How do you feel about event TICK
delete those folder 

Why are you capitalizing it?
because its awful
Lol 😂
Sadly youtube is full of people who use it with no care
Yeah well, it is something that happens every frame
Things happening == time spent
vector square
It’s not as bad as it sounds unless using it wrong
I think this is on event tick..
Kinda yeah. It’s kind of the same thing as tick
Just that’s a joystick float
Not the number of seconds
So that makes it better?
Oh if you didn't know already. Super new to Unreal engine. Relatively new to programming
So if you think im sarcastic its a genuine question.
Well, for typical movement. You need it to constantly check and run regardless
Why not just run off a key press?
can I just say that a while ago, I was plagued by this super strange bug. The reason was I was using the InputAxis node as a tick node for some things, which didn't work out. It was a while ago so I can't remember the details
Yeah what makes tick bad is the amount of things that take time inside it
How would it know when pressed? It still gotta check
Yeah, axis events run every frame like anything else
But
They only run for the thing eating the input
AI no
Indeed. It’s not quite a true tick
Wait
Yea
no, that fires once on press, and once on release
Actions aren’t every frame no
No
Hm crypto
You’ll move once
because movement needs to be calculated every frame, and also consider controllers
Like a hop
LOL
And that’s it
I see
Having the thing there isn’t what makes it slow
So you would have to spam the key to move fast
This is obviously the new style of games
All game characters are technically hopping 😜
spam key to run
Just super tiny hops
faster you spam faster you go
With input it runs every frame yeah. Calls usually one exec function and it’s done
Lol tiny hops
when i'm trying to launch my game i receive this error , what i can do to resolve it ?
Delete intermediate folder and binaries
are you sure ?
Hm just realizing that’s a packaged build
Trying to launch where ? Your dev machine ?
i'm trying to launch it like a normal game , it is packaged
Getting a lot of hits on the issue by just googling it
i did but i didn't get any reslove
Aw
You’re joking
Deleting worked?
Well shoooot
Wow

🙂
😄
Lol 😂 apparently even in packaged builds
A bit confused how that’s possible
I’m terribly bamboozled
😄
Just... good night 😜
Lol 😂
what's the time at you ?
Low tide
?
oh , i didn't see it without ping
All good
and a short question , where i can disable opening steam vr at game launch ?
If you find out, ping me please
Is there a way to add start content to a project thats already been made?
There’s a big green add button just above your content browser
ah ty
It has a magical ability to cease existence from living memory. Had to double check that it exist just now
It’s like the save all button
Bloody of course it is
Maybe it’s the general screen position that has this dark magic
Yeah it’s right next to the green add import button
So I think it detracts attraction from it
Cause big green button is shiny
But no one remembers the green button
There’s a few and it’s tough to remember what is which
It must be that area on second thought
There’s more than one?
The add blueprint button is green I think too
I’m hating this. Good night 😜
@normal burrow Can you help me with something?
Oh boy... Managed to put UE into a crash-loop...
It's hard to believe how freaking unstable this thing is with my little trivial project... how bad is it with an AAA project... :P
Yep, I changed a function signature in one of my BP functions, and now if I try to open any other BP which called that function... crash immediately, no way to fix the other BP's...
Hey, if I move a blueprint to another place (say from a plugin to another), most references seems to break within it (references to neighbour blueprints and such). Is there a way to fix that without manually going through every nodes?
Oh good, the BP with the func that I changed still opens... I changed the signature back to the way it was and now the crashing BP's open again :P
I'm really not sure if I'm looking forwards to building anything more complicated lol
Just revert in source control and change more carefully
@tame delta Redirectors in config files
Add redirector, move asset, fix redirectors, save all assets, remove redirector
Yeah... it's just a bit concerning that something that seems like a fairly regular thing to do would just completely kill the editor
@cloud cobalt Ah! Thanks a lot
Guess I'm gonna have to remove all references to the function in the other BP's before I can adjust the signature or something...
Anyone who uses Character who has addressed the issue of snapping onto/off ledges like this? I've tried to modify the code to smooth it out, but it's tricky and I wonder if someone has found a way to make it smooth, in some way or another.
@cloud cobalt Sorry for the late ping, but could you elaborate on what you mean by redirectors in config files? I can't find any information on how to manually set up redirectors 😕
In my case I'm moving a bunch of files to a new plugin and a new version at the same time (and a new project I guess, but I assume that's irrelevant)
Hi guys, is there a way with Blutility to replace the selected actor by another one?
Core Redirects enable remapping classes, enums, functions, packages, properties, and structs at load time.
@cloud cobalt Thanks 😳
low tide
world wide
mr. 305
how can i stop unreal from hiding my mouse cursor on play?
i dont want to press shift + f1 everytime i press a button
That's quite easy
Hello, is there any example in C++ using LineTraceSingleByObjectType? I can't figure out how to set up FCollisionObjectQueryParams and FCollisionQueryParams correctly
@gaunt void If you're making a game with mouse UI, you can just set your player's input mode to UI
im working on a mobile game, but want to test UI stuff quickly in the editor
already set the show mouse cursor check, also told the player controller to set mode to UI and game
but anyways my mouse gets hidden by unreal after a button is released etc.
and it shows the notification to press shift + f1
Did you try UI ?
You can also try the "capture mouse on launch" in your game's project settings
Finally, you can experiment with show mouse cursor on player controller
All of these affect your game - your game, not the editor, is what disables the mouse
i dont get it, sorry.
i have show mosue cursor = true
i dont really care about the capoturing even tho i tried playing around with it.
I simply want my cursor to be visible all the time
@plush yew For non-custom channels, you can do for example:
FCollisionObjectQueryParams QueryParams;
QueryParams.AddObjectTypesToQuery(ECollisionChannel::ECC_WorldStatic);
For a custom collision channel, you can make a UPROPERTY(EditAnywhere) and expose the ECollisionChannel to the blueprint, so you can select your custom one from a list. That's how I remember it at least.
@gaunt void If you've disabled the initial mouse capture and set your player controller to mouse cursor, then nothing more should be needed
tried both with the capture on launch
is there a setting in the buttons or smthing that may change this?
What I mentioned was setting bShowMouseCursor to true in the player controller class
that is from the playercontroller class, but i tihnk i found the culprit
it was a handle cursor visibility function inside one of the plugins im using
thanks for the help though!
lmao, ok
Error in your code
can't find any
Line 20 of your player controller
I know there is a mistake because your code got UE4 killed by the operating system
Windows even tells you why it had to do that
You tried to read memory outside your program
Commonly known as a segfault
Most common C++ error
(Basically your UMG widget wasn't initialized yet when you called code on it)
Unless you compiled in debug, lines in C++ are very rough estimates
How is MyMainMenu declared ?
Of course you are
If it crashes with your classes in the call stack, like it does, it's 100% always your fault
help me out plz
In this case, you did not make all of the UObjects you created UPROPERTY()
So every one that doesn't have UPROPERTY is immediately destroyed by the garbage collector UObjects benefit from
Object gets killed right after being created, pointer is set to nullptr, you then call code on nullptr, resulting in access violation
LoadGameButton is the first such mis-declared object
So it's the first to crash
Like the debugger told you - it is nullptr
Like that
The C++ tutorial in the official UE4 documentation should have explained this already
What's the call stack now ?
fixed, on chash/reload
how to i exit game in cpp?
by not using Execute Concole Command BP
Requests application exit.
thanks
Where i can get more documentation or find how to set vertical box visibility on/off
If it's widgets related, look at ESlateVisibility:: @cyan grove
i mean i need to know even how to define it in.h if needed
Need to switch between menu and level difilculty
@plush yew you know?
It used to be that when the editor launched, It would ask me to continue where I left off, thus opening all the classes I had open. Now it's not asking any more, how do I enable that?
alright so, appearently, the reason why unreal engine wasn't visible on my screen was because my amd software automatically turned on the anti-lag options to improve performance
now those are disabled, and now I can see the main interface
but
yesterday the epic games launcher got an update
and idk why, but launching unreal engine from there gives me a failed to launch editor error
so now I have to open unreal engine without the launcher
Hi guys, what if I use ConstructObjectFromClass to spawn an actor instead of SpawnActorFromClass?
Why are the cable actors doing their thing only on every second frame of a sequencer animation?
hey guys does anyone know how to use the websocket-onMessage() function
i read the docs but i cant figure out what to do when a message is received by the server
iwebsocket->onMessage()
ttps://docs.unrealengine.com/en-US/API/Runtime/WebSockets/IWebSocket/OnMessage/index.html
I'm playing around with physics, anyone know how I can disable all forces except gravity?
Anyone knows how to Migrate assets from a plugin to another? I may be too tired but I don't understand Core Redirects or how to use them 😕
There was a game I believe I saw here a while back which was like a classic 3d zelda game and the protagonist had a gun and a sword - anyone know which game this was?
@fathom glade IDK whether or not there's something built in but it should be pretty easy to apply a vertical acceleration downward and disable physics.
@next ivy Oh yes you're thinking of Bloodborne
@next ivy I can't set vertical acceleration downward if I'm disabling physics body. (which is how I'm disabling physics)
I tried lerping the position with a linetrace downward but that doesn't seem to work for me, the linetrace downwards always gets messed up.
Dont think so lol Cafe
@fathom glade Not sure if you're into C++ or only blueprints but if c++ the movement code is handled by SaveMoveUpdatedComponent in MovementComponent.cpp/.h
I'm only using blueprints.. Darn.
@next ivy Yeah don't know, there must be thousands of 3D adventure games with guns and swords 😛
Haven't gotten into movement in blueprints I know its possible but I am not familiar wit hit
Yea this one just looked very classical I want to say it was actually a sequel and it had the cartoony graphics and all
I'm just trying to get an object that I dropped to not respond to any forces other than gravity. Why is that so hard!
😵
I'm trying to save out settings for my in-dev project to customize the Splash.bmp & EdSplash.bmp, does anyone know where these settings are stored? In the Editor it claims these settings are written to Config/DefaultEngine.ini but I don't see these properties written in there, even when I change them and export them
IIRC there aren't any setting
You just edit these files directly
They're in Binaries or something
Seems like it must be saved somewhere, the engine knows how to load the correct BMP for the project once it's set
Does anybody know a good system out there that can be used for Sea/Ocean and is good to build on top for a sailing/adventure game?
@plush yew There is no setting, seriously
The file name is hardcoded in the engine
const TCHAR* SplashImage = GIsEditor ? ( GameName.IsEmpty() ? TEXT("EdSplashDefault") : TEXT("EdSplash") ) : ( GameName.IsEmpty() ? TEXT("SplashDefault") : TEXT("Splash") );
From Engine/Source/Runtime/ApplicationCore/Private/Windows/WindowsPlatformSplash.cpp
upss sorry folks, wrong chanel
When I use structs in a function, all the struct components are loaded in the memory right?
So if I want to create a long ass struct, but use only one component at a time in a given function, is will waste memory?
I'm not interested in changing the name of Splash.bmp or EdSplash.bmp, just the path.
It's built into the editor, so I don't see how you can legitimately claim that
Well you can very easily, just change the engine source yourself and recompile it
You never change this in the editor
The editor lets you overwrite the file with new content
It doesn't let you change the actual path
Like I said
Sure, that's nitpicking. No one cares whether the existing BMPs are used or not, only that you can point it at the new file path
You can't
And where that gets written
You never, at any point, change where the splash screen is in the project
You just overwrite it in Content/Splash/Splash.bmp
Either project dir, or engine dir if not found
can anyone help me with the. iWebSocket->onMessage() function....I got my basic node websocket server set up but i dont know how to handle receiving messages i can only send messages to the server please help me
I see, so when I select the bmp I want to use it just copied it to that location
Yes, like I said right at the beginning
The usual Slackers experience
I've been on both sides 😄
That's not really clear from my end since those files never existed in my project until I added them
It is indeed not clearly explained
hi, I'm really new to unreal and have a question about blueprints. Im currently working for my university course and I cant seem to find out what I need to do: I have a camera and this component needs to have an Target input, how do I achieve this? https://i.imgur.com/n5kwUiE.png It should look like this, but at the moment I only have the camera component in my blueprint?
@cloud cobalt Sorry to tag you again, but I'm trying to port a bunch of files from a plugin (SteamVRInput) to a new one (SecmaVR). When moving that plugin to 4.24 on a new project, it complains with stuff like : DoesPackageExist: DoesPackageExist FAILED: '/SteamVRInput/Sample/Characters/Hands/HandPoseEnum' which I guess is expected.
So I'm trying to set up redirectors, and this is what I got in Plugins/SecmaVR/Config/SecmaVR.ini (which I assume is searched automatically, I haven't linked to that file anywhere):
[CoreRedirects] +ClassRedirects=(OldName="SteamVRInput", NewName="SecmaVR") +PackageRedirects=(OldName="SteamVRInput",NewName="/SecmaVR/",MatchSubstring=true)```
I don't know exactly which kind of redirect I should use or if it's proper syntax but I went along with the doc, and the result is the same (still looking for `/SteamVRInput/...etc` and failing.
(By the way I tried to just migrate the entire content since it's really just a couple folders with assets, but you can't migrate between plugins it looks like. I don't get the option to)
Is SteamVRInput an actual class ?
can anyone pm me on how to get iwebsocket->onMessage() function to work??
No it's not, I just put that in as is, SteamVRInput is just a plugin
I guess that line is superfluous, just wanted to see if it would do something, the doc is pretty terse
hi i wanna ask its not ows related but anyone know what i should use for object there https://gyazo.com/b419125bba3ac67cb649871d987db94d cast to horse failed
I think you need to redirect actual individual classes
Individual classes?
Well I just want to redirect everything, every asset pointed at by BPs...etc
I don't have any C++ classes in there
I don't know if you can redirect entire folders
By the way, can't you move content between plugins in the content browser ? 🤔
I can, but if I do that the blueprints break
They still look for the folder in SteamVRInput
Oh you mean move
I just copied them
Yeah, that's why I didn't try to move it tbf
but it's versioned it's alright
Ok I'll try that out thanks 🙂
Don't forget to fix redirectors + resave all assets before trying to delete the old one
Oh, well they probably haven't created any redirectors since I just copied them right
Also are redirectors just .uassets containing a link?
Or are there stored somewhere else?
Nah that's it
The problem is making sure all assets referencing redirectors get saved, which reads the reidrect and updates to the new file
Oh yeah gotcha, I haven't actually spawn any of those assets or have any actor reference them for now since I'm just trying to migrate it
Hi, anyone knows anything about RuntimeVirtualTextures, and knows why its not working at runtime 😛 ?
But yeah I need to make sure to fix redirectors before moving it to the new version though
Does anyone know how to get UE4 to read .ipa files from Autodesk Inventor Pro?
@flat axle I know Datasmith can consume Autodesk stuff, don't know about the details though
looks like it reads .ipt and .iam, if that speaks to you
ipt will work, thanks
guys pls help
im totally unable to enable rtx raytracing in ue
i have rtx 2080ti 2gtx titanx
fresh drivers , fresh ue
Are you running UE4 in DX12 with Windows 1809 ?
are you on Windows 10 v1809
ive read it 1000times
did everything step by step
ok not this one
😄
but theres a smaple project at start
with ray tracing enabled
i opened that one
still doesnt work
Damn, despite moving it, saving all, fixing redirectors 😞 https://i.imgur.com/YsyTpHR.png
Somehow I think I have less BP errors, but anything in SteamVRInput should have come along
So, it's possible that this comes from code
@cloud cobalt Maybe, but one of the BPs (BP_MotionController) is lighting up like a red christmas tree
:/
@chrome needle open Nvidia control panel and go to System Information (lower left corner), make sure you have CUDA cores listed in details, and CUDA driver in Components
can someone please pm me on getMessage for ue4 websockets pleeeereraseee
RTGI is disabled by default
bets way to test RT is reflections
in console
oh, yep, my bad, pp volume does not require the cvar
so, how can you tell rtgi is not working?
in ue ?
yes
not on my monitor
never
i always see this washed out stuff
this is not real lighting
like an ambient lighting behind the whole scene
well cause you have the skylight there
but its turned off
is it?
btw, we have #aec-visualization channel for this type of questions
no skylight?
@chrome needle yep, thta looks like sun only
UE 4.24 has a neat plugin that basically puts a whole sky and directional light for you with realistic parameters
you could try that to light up your scene quickly
iirc there was a scene with raytracing set up on launcher
@chrome needle show the GPU Stats
how ?
sorry, Stat GPU console command
CAN SOMEBODY HELP ME IM RAGGING OVER HERE
indeed, no raytracing
(it works in unity)
@vernal dock #multiplayer probably your only chance
Are you running in DX12 ?
that's what I'd suggest checking too
Like basically open the output log window (in developer tools in the menu)
Copypaste all of it, put it on pastebin.com
Give us the link
I did say output log window, so yes
@cloud cobalt no need to be angry, he just started to use ue4
wait, you have 3 GPUs in your computer?
LogD3D12RHI: Found D3D12 adapter 0: NVIDIA GeForce GTX TITAN X (Max supported Feature Level 12_1)
LogD3D12RHI: Adapter has 12239MB of dedicated video memory, 0MB of dedicated system memory, and 16332MB of shared system memory, 2 output[s]
LogD3D12RHI: Found D3D12 adapter 1: NVIDIA GeForce GTX TITAN X (Max supported Feature Level 12_1)
LogD3D12RHI: Adapter has 12239MB of dedicated video memory, 0MB of dedicated system memory, and 16332MB of shared system memory, 0 output[s]
LogD3D12RHI: Found D3D12 adapter 2: NVIDIA GeForce RTX 2080 Ti (Max supported Feature Level 12_1)
LogD3D12RHI: Adapter has 11048MB of dedicated video memory, 0MB of dedicated system memory, and 16332MB of shared system memory, 0 output[s]
impressive stuff 🙂
lmao I had to click the log after that statement
also, UE4 seems to use your GTX TITAN X right now
Which should support DXR
because i have no money for 3rtx 2080ti

im starter architect

maybe ue4 just was like "WTF?" and disabled the rtx?
UE4 will only use one anyway
im doin my renders with redshift but i'd like to try out ue i saw impressive things
i tried to set ue4editor.exe to use rtx in nvidia control panel
but still no success
Yeah, it's a game engine, it doesn't care about mutiple GPUs
Hi, for RVT runtime virtual texture on landscape i can not get it to work, in the setup with VirtualTextureFeatureSwitch it just uses the regular material, and if i set it to RVT only its just black. Followed the documentation and the livestream to the dot 🤨 Anyone can help?
Yeah, well excuse my our ignorance then
@brave widget
For most low level features in Unreal Engine we use console variables to give user control. For this feature the console variable is called "r.GraphicsAdapter". You can type the console variable name into the OutputLog or in the game console to get it's current value and the help using "r.GraphicsAdapter ?". This is the console variable help:
User request to pick a specific graphics adapter
(e.g. when using a integrated graphics card with a descrete one)
At the moment this only works on Direct3D 11.
-2: Take the first one that fulfills the criteria
-1: Favour non integrated because there are usually faster (default)
0: Adpater #0
1: Adpater #1, ...
been there since 4.1
it says its read only
yas
My apologies
where is that please ?
@brave widget nothing for, i just hope it helps you if you had similar issues
@chrome needle Engine/Config/ConsoleVariables.ini
; ?
in the file
; is missing ?
= is missing
o yeah
how do i call a delegate method that ue4 made
class FWebSocketMessageEvent : public TBaseMulticastDelegate_OneParam< void, const FString & >
i need to call this delegate method
Delegate called when a web socket text message has been received.
FUUUUCUUCKCUCKUCKUCKUCKU
man i cant believe i cannot make this work
r.GraphicsAdapter = "1" LastSetBy: ConsoleVariablesIni
still no gi
i'm sorry this list doesn't tell me anything
how can i tell its num?
i think it's in the logs
log folder
will be like:
Adapter has 0MB of dedicated video memory, 0MB of dedicated system
memory, and 1792MB of shared system memory
Found D3D11 adapter 1: Microsoft Basic Render Driver
Adapter has 0MB of dedicated video memory, 0MB of dedicated system
memory, and 256MB of shared system memory
LogD3D11RHI: Chosen D3D11 Adapter Id = 0
card 3
"Found D3D11 adapter X" <- here your number
Hello, I'll reiterate my question because I'm stuck right now and I don't want to bother Stranger any more, but I'm trying to upgrade to 4.24 (it's pretty crucial that I do, believe it or not) and I'm trying to move content from a plugin to a new plugin in 4.24. I really just need to move the content folder but everytime I do it still tries to access the old folder and fails. I've tried:
- Copying the file and setting up core redirects
- Moving the file to the new plugin through the editor
- Migrating the file to the new plugin.
Everytime making sure I saved, fix redirectors (although it appears to do nothing, I don't even get a loading bar or popup). But it always fails in the same way and my blueprints end up utterly destroyed in red spaghetti
@tame delta you have 2 plugins running at the same time?
Any idea is greatly appreciated, it's all versioned so I don't mind experimenting and destroying it
@next badger No
they what are you "moving"?
So I have SteamVR plugin in 4.23, I'm moving it to a custom plugin (I only care about the content) that is used in 4.24
Oh sorry yeah I guess for when I move I have both of them on 4.23
so, you have 2 plugins
One of them being empty
Yeah my bad
One of them is literally just a content dump though
Which is what I want 👍
and it's a plugin content?
Yup
then you can't move it
you have to move it in the plugin project
it's a bit mess -_-
Hmm what do you mean?
Honestly I got those big BPs that break everywhere, anything is better than trying to fix that
@tame delta you have a project, that loads a SteamVR plugin, which is - Engine Plugin (it's installed in the Engine Folder)
means every change there will affect all the other projects (and probably ue4)
@next badger Yeah actually I thought about that, and that's what is screwing me over
I hacked through the manifest/descriptor trying to get rid of everything but the content
then I'll just have to safely rename the plugin and I should be good 🤔
SteamVR is only embedded in the engine in 4.24, in 4.23 it's external
which is the cause of my misery btw
oooh...i see now
Yeah
If you wonder why I would want to port the plugin over considering it's now part of the engine, it's because I made direct changes to the BPs and added a bunch of stuff (because it was the best way to deal with my use case)
(and still probably is tbh)
and have you asked on #virtual-reality ?
No I haven't, it's not really specific to VR, but if what I'm trying to do fails I'll probably do that yeah
Or ask runeberg directly. Even though I hate doing it 😦
it's just maybe people who use SteamVR are there
why not disable the two titans termporarily so it only has the 2080?
device manager, disable. repeat. launch ue4 from scratch. profit?
make sure project is set to rendering level dx12 in the default renderer for the windows platform
make noisy DXR renderings
all my cards are dx12
hello how i can disable destructible mesh chunks collisions ?
mmm...looking good
postprocessingvolume needs to be so big to eat the whole scene ?
ray tracing?
or it only needs to be added
@chrome needle no...pp volume only affects the camera position (if camera inside it or not)
you can check unbound on it
and it will affect whole level
you can check an option on the postprocessingvolume to make it infinite
it doesnt work
my scene doesnt care about pp volume
when it comes to gi
only console commands
Guys, I have a problem with loading level instances. Even though I load an Empty level, I still have a lag when it load (PIE). Is that normal?
I imagine it is if you have a lot of stuff in the level or if you're casting to a ton of stuff in your code.
I'm a noob though so idk
But the level is empty
What about the level blueprint?
the same, I had the problem with a level with some actors in it (a dozen), and I decided to try out with an completely new level. And it does the same
or your character blueprint
Did this just start happening? If you start a new project is it fine?
hi, why is my performance so bad when i enable tessellation on a big terrain? its seems poorly optimized..
Can someone please help me with handing a response from a websocket server
tessellation is a heavy workload. I know that much. You might have to set LOD to make tessellation not render at a certain distance.
I don't know how to do that with terrain though.
hmm, I'm not quite sure. I only messed with Terrain once but I haven't used tessellation yet. not even on basic materials on actors.
Okay, I think I know why. It's because UE4 is installed on my hard disk and not the SSD, and I think that level streaming in PIE and in build act differently. It seems that each time it streams or unstreams a level, it grabs it from the disk. But when it plays in build or standalone, it probably loads every levels once in the ram or in the SSD and then loads them on the fly more rapidly.
Is it possible to migrate all assets to all projects and all future projects?
one project at a time or you can create a custom content pack and import it into your projects
or I guess a custom template that includes the assets that you start new projects with would work as well
when youre ready with lighting setup how do you render out the scene ?
What is the directory for starter content?
FeaturePacks is where the packs are stored
@chrome needle You can build the scene or select build lighting only
not sure what that is. I think you might be forcing all lighting to be dynamic??
i have no idea
its a setting in the world settings that disabled static lighting, so yes all dynamic
keep in mind ray tracing is not used for static lighting
so how can i build the scene ?
i dont turn off raytracing lol
or it's technically already built since it's all dynamic?
go to your world settings, go to the lightmass section, go to the advanced part, and disable the force no precomputed lighting
yep
it says lighting build completed
this is a good video to watch btw
DXR is noisy
of everything
adjust the settings, watch that video
ok
the entire video is a good watch for how DXR works in UE4
but in the end DXR is realtime and will be noisy when pushed to high quality
ooh nice
Thin things like hair cards still look super greasy on RTX
Not as bad as it used to look a year ago though
I'm glad consoles are getting ray tracing
I'm hoping for some optimizations in the near future
this program is extremely difficult to use
and something better than RTX
I do hope RTX is a bad dream
😂 could be the start of something amazing
Or a way to charge more for cards that aren’t a whole lot better than their predecessors
If that's the case, I'm good with my 2080ti for the rest of my life.
for the price I'd hope so lol
I'm still jelly
rocking a gtx 960 still
you could get a 1080ti and be about 90 percent of the power of a 2080ti
get a 1080 and you'll be golden
without dxr
actually I really want a 1070 ti
I had a 1080, upgraded to the 2070 super. Happy with the performance uplift for everything and the DXR support
every game I've played with RTX with the exception of Call of Duty runs at about 60-70 fpx and is a noisy blurry mess
WITH A 2080TI
I thought those cards were similar in performance if not identical, 1080 and 2070 super
Call of Duty runs like butter with RTX but you can't hardly tell a difference.
outside of rtx i mean
shrug control and Wolfenstein twin sisters works well for me with DXR and DLSS on
twin sisters lol
Control runs at like 70 with RTX on
and it looks like trash
well
maybe not trash
2070 super is about the same perf as the 2080 normal which is about the same perf as the 1080ti so it's an uplift from the 1080 normal
but it's not great
plus if you just justify the upgrade as "for work" since I needed DXR support for a few things it's a win win 😉
fuck Ngreedia : /
pretty much yep @normal burrow
but AMD ain't no better
hey off topic but just curious. Since MaxPlayers within AGameSession is decorated with GlobalConfig, do I have to recompile the engine with it marked as Config if I want to allow for GameSession subtypes to define their own MaxPlayers, MaxPartySize etc?
worried I'll waste a half hour building only to break my fork from changing it to Config lol
amd needs to rock nvidia, i kind of hope they pull an upset like they are currently doing by announcing the 4th gen ryzen desktop cpus next week
no phantom
it says light building completed still looks crappy
I was sorely disappointed with the 2080ti when I got it. I thought "I'll just get a 2080ti and play at 1440p to increase frame rate" since all the videos I watch were mostly testing at 4K
that's not how it works
RTX bottle necks the card
I though GlobalConfig implies subclasses can't override in configs
tensor cores need to be stronger so that they can shove more samples per frame... I think that's how it works, lol.
@chrome needle tbh, I think you'll have to keep tweaking settings to get a good balance of appealing visuals and less noise and performance.
https://youtu.be/6m4EXlmuwvU?t=60 at least unreals implementation has improved since a year ago though
i haven't checked out how much better gi has become
i'll look into it phantom
@normal burrow nah its alright. I'm pretty sure I have to if I want to specify subclass defaults in configs so I'll give it a shot. Worst that happens is I rebuild lol
can't find the setting to soften the shading for the skylight or lightsource
_<
using ray tracing just for fun
in a third person character, is it possible to rotate the capsule without rotating the camera with it?
if the camera is not set to use the controller rotation it should be
the default TPP template rotates the player without the camera locked to it
using capsule rotation or set control rotation?
depends on your character and controller and cameras settings but just adding/settings the actor rotation should rotate the capsule itself and not move the camera if the camera is not locked. If you set the control rotation it should rotate the camera but not the actor if the camera is not locked
the default TPP works like above, add actor local rotation rotates the capsule and the camera does not move (so you can see the player spin in place for example). Set control rotation keeps the player from moving and spins the camera around the player
How I Can Resolve This ? It is from a destructible mesh
this walk on pieces from destructible mesh make me to jump to space , how i can resolve it ?
so how tall is the default ue4 character then? i keep seeing different values online
The mannequin? Roughly 180 cm
@grim ore thanks I got it working without the camera
what's 180 cm in real world measurements
180 cm
so can somebody help me ?
@fierce forge disable physics on your destructible mesh
from?
@grim ore do you have a video on how to make an editor only module for c++?
the reason your character is going into space is presumably because of janky physics
but I don't know tbh
@normal burrow just copy-paste this, it's the empty stub, Target.cs and 3 files in MoodEditor
and replace every "Mood" with your project's name
https://github.com/DoctorErgot/MoodBlenderComponent/tree/master/Source
after that add editor module entry to your .uproject, the same as runtime one
only change Type to Editor
ehh yeah doctorergot
more looking for a thing that explains how to set it up. Know how to do it, but matheww usually has a video for everything
oh, ok 😄
but do you have a runtime module already? I'm asking because anatomy of editor module is exactly the same
the key difference is that editor module aren't included in non-editor build, really
@normal burrow I do not, I try and limit the amount of C++ content I have
less enjoyable to work with for me than BP. I do try and cover stuff that is UE4 specific and C++. I should cover plugins at some point but laziness is winning on that one lol
@grim ore I noticed there was no video on game mode the other day
as I inadvertently told someone to go watch taht
is that something you're planning on doing?
or does it exist and I just couldn't find it?
nope you are right, the master list shows it missing lol. Game state as well from the looks of it
Mathew, I'm just saying, there's no video on how to Quaternions for gamedev on the entire Internet.
So... if someone made it... I'm sure it'd be a huge hit.
nobody really knows how quarternions work though
they are mystical 4 dimensional beings
lol I actually don't have most of the game frame work covered in WTF videos I noticed. I cover them in my game series. I think I never covered game mode because it's so robust if you wanted to cover it all
@dim plover and that is so not true, it's why i have this bookmarked lol https://www.youtube.com/playlist?list=PLW3Zl3wyJwWOpdhYedlD-yCB7WQoHf-My
now I wonder if I need to add the other gamexxx stuff like game state and mode 😦
I was not aware of that playlist. I am about to become a mathematician.
omg thx
yep it's a good start for game dev maths 🙂 there is uh also this one if you really want to hurt your head in general math https://www.youtube.com/channel/UCoHhuummRZaIVX7bD4t2czg
I keep a ton of that high level crap subscribed to since you never know when you might want to learn 🙂
@lyric timber most useful nodes are bound to hotkeys
im not sure what to look out for, but how to make lighting realistic, so its not white. so its colored. is it the only thing to change light color? or there are other stuff I can check out
currently its looking pale
afaik you either choose to offset light color or material color
but not both
and if you have vibrant colors in materials, it pays to desaturate the light color
mind if i ask for opninion what is best here?
what 😂
it is bleaching it a little
it is
dont care about the textures, this is just me learning
so to change the light color?
what you care about hten?
there's a guy on youtube that does lighting art masterclasses
This is the place to show, share, and link to your stuff!
the playlist right at the beginning of post
yup this is what I need thanks
helped me build proper light art for another project
Is there a way to select objects through other objects? I've got an entire room filled with props and I'm trying to select the whole thing at once. I was hoping marquee selecting in wireframe mode would do the trick, but it still only seems to select the objects at the front.
i need to package my game with project launcher or i can just package my game with package project to publish it ?
new to unreal engine do i have to learn all these nodes just thinking about it makes me want to quit allready
use c++ then
@quartz ibex wuut ur here too?
I'm trying to package up an apk that I can hand my boss and he can try on his Quest with sidequest. I kind of asked this before, but how does one do this with UE? I only got it to create an apk+obb files and required an install script to put it in a very specific place (not sure if it matters)?
@cerulean sorrel flip the script on this.
You get to learn different ways to do things, so you can make things in a simpler or easier way.
Different tools, or nodes, work in different situations
same thing with the classes of the engine
what
nobody else started knowing all the engine
Take it slow, its easy to be overwhelmed
I would pick up from the official youtube channel
i don't even know what most of the nodes even do
the videos can be a bit old but the core concepts haven't changed
follow a tutorial series, maybe. @grim ore has a great series, "WTF is"
who
search that on YouTube. "MathewW unreal"
Hello everyone
I'm having a somewhat problem with state machine, i wonder if you can help me @cerulean sorrel
sorry i'm new to the engine
Ohh okay xD
Me too, tbh idk what is wrong in my logic
I want to make the character play a stop move animation
But if while you're playing
i did too with death but my eneded up looping for some godam reasson
you like press WSAD, it stops playing the stop moving and go back to moving again
ok wait that would be
I have this cycle
I'm trying to make stop going to idle if i stop moving
But start moving again if i try to move
And interrupt the stop animation
thats my prob i did that with a death thing when hp =0 but diidn't work
WhhhhYYYY
Pretty sure that conduit solves your problem
Damn i just saw a tutorial about that death thing lol
yes that one
i can't beleve a game like ark just think
im sure you need transition rules in between @gleaming wing
or it won't know which one to go to
can anyone help troubleshoot something? New to blueprinting so not sure where I went wrong.
Error code:
Blueprint Runtime Error: "Accessed None trying to read property CameraPawnRef". Blueprint: MayorController Function: Execute Ubergraph Mayor Controller Graph: EventGraph Node: SetActorTransform
Blueprint Runtime Error: "Accessed None". Blueprint: MayorController Function: Movement Speed Calculation Graph: MovementSpeedCalculation Node: Return Node
the error means the CameraPawnRef variable isn't set -- it's empty
so you have to figure out where it's set, and make sure it's doing that
before you execute the stuff in your screenshot
that's all I can say, generally
@lament saddle do you know anything about my stop state machine problem?
sorry, never worked with AI/animation before
@lament saddle thats what I assumed, but I def have CameraPawnRef Variable Type set to 'Mayor Pawn"
or is there more to it than that?
without knowing the particulars of your project... Your "Camera Pawn Ref" variable probably accepts a "Mayor Pawn" actor reference, but for some reason the variable is unset -- it was never given a particular Mayor Pawn actor reference in the gameworld
so your SetActorTransform node is saying it has no target to work with
hence "Accessed None"
Making animations
This at least narrows down where my trouble is, I appreciate it!
In a call
Hes using steam vr and running across the floor for a dog animation
He's now punching the wall
I think i know the problem now
I have a problem regarding my stop moving state machine. My character is playing the stop animation only if i try to move (WSAD) while the stop animation would be playing. If i let go the keyboard she just snaps from walk/jog/run to idle, but if i try to move immediately after letting go the keyboard, them it plays the animation.
Someone can lay me a hand with this?
@gleaming wing are your input action or input axis events allowed to execute all the way to the end if they have a zero value?
For axis events look for whether zero value still goes all the way through all the nodes. For action events check for released pin
Hmm ok then i guessed wrong on that problem
Unless the playingequipanimation variable is true
Have you tried stepping through with breakpoint debugging?
I plugged out the node alredy, it isn't that
The problem is on the transition between walk/jog/sprint and stops?
yeah, the problem is definetly at the stop
i guess that the problem is between stop and idle
Have you watched the state machine changing while you play the game? Sometimes it helps to preview the state machine by changing the preview variable values in the state machine editors preview
Double click the transition icon and see how it works
Just did it again so i can tell you whats happening
Basicaly if i start moving it goes to the walk/jog
Man I just can’t track down why this variable isn’t set properly.
What does the transition graph look like, when you open the transition node?
If i let go the keyboard it goes to stop
but it doesnt play the animation
Only if i try to move again while at the stop on the state machine it plays the stop
What does the stop state graph look like?