#ue4-general

1 messages · Page 641 of 1

gleaming wing
fleet stirrup
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Once my FBX files have been imported into Unreal, from Unreal's point of view, are these FBX files needed any more?

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Does Unreal convert these FBX files to some kind of internal file format?

gleaming wing
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It converts @fleet stirrup , save it somewhere else if you need a backup tho

spice canopy
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@gleaming wing what do the insides of your anim BP state machine graph nodes look like? Both the states and the transitions

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Maybe the problem is there. You can open each one by double clicking it

onyx merlin
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i got a question regarding the editor, is there any way to show inherited variables/functions etc, but only those that are inherited from blueprints/classes i created myself?

gleaming wing
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X for stop is which foot are on the ground, not related to play rate or anything btw

barren cargo
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Hey, I'm currently working with a few people on making a level for Unreal Tournament. Our goal is to keep the stuff we add under 400mb, including the map itself, because we learned that people are less likely to download a map that is larger than 400mb.
My question is, is there a nifty way to keep track of the data you're adding to the game? (excluding recycled assets from existing maps)

gleaming wing
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@spice canopy can we talk by DM? I think its best so i can just show you

brave gate
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@barren cargo you could set up automation server like Jenkins and make him run packaging your content every day/night + add simple script writing down total size somewhere...
(although have no idea what's the setup of preparing map to distribute with UT)
this could be overkill for tracking map size itself... but once you automated packaging, you could also run simple automated tests - track performance, memory usage, check for crashes, etc.

pallid talon
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Question. Im LineTracing in BP from a skeletal mesh. Works great. But I want to offset it. I've added the location of the skeletal mesh by an float, but when the mesh rotates, it doesn't offset correctly. How could I offset the location of this line trace to be relative to the location of the mesh?

brave gate
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@barren cargo or maybe sth simpler, if you're using source control like P4 - there's way to set up trigger script after every submit (literally called p4 trigger) that would check total size of your assets, but that's editor data size

barren cargo
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How similar will that be compared to the build size?

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I assume there will be quite some compression

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I'm a simple artist, so I don't know too much about this haha

brave gate
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yeah, but if somebody would shamelessly add 8K texture, you'd notice that

barren cargo
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true

dense gate
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@pallid talon get difference of end and start location (essentially the vector), multiply it by a small offset (like 0.05, 5%) and add it to the start location

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Also familiar name

barren cargo
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But thanks! I'll check out Jenkins, and I guess I'll simply check the folder size in the meanwhile, and hope it's fairly accurate 😛

dense gate
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Alternatively, if you want to control how much is offset in specific distance, normalize the difference and multiply it by how much you want the offset

brave gate
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size of heavy assets in packaged game would proportional to the editor's size, not the same, but you'd notice "trend"

pallid talon
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@dense gate Thanks! I'll try that!

barren cargo
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alright, sounds fair

open eagle
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How do I use my C++ BlueprintType struct in a data table

pallid talon
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@dense gate Are you saying something like this? I couldn't get this to work...

spare dust
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Does anyone here have an unwrapped texture for Unreal's default 100x100x100 cube?

pallid talon
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I changed from add to multiply.

dense gate
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@pallid talon get yourself a node that's <original trace end> - <original trace start>

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That's the vector that your trace would be going through

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Multiply that vector either by a % or normalize it then multiply by a number to get a specific distance

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Once you've chosen which one, add that %/offset to the trace start

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Trace end remains as is

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Also I don't know why you'd multiply the WorldPos Y by 1.5, that just makes things a lot less predictable

pallid talon
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I just need it to shift on the Y a little.

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I thought that was what your original reply was instructing.

dense gate
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Ah, then I assume you need to start a bit from the side then rather than offsetting the trace

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What I said is basically, to avoid collision issues from trace going 0-400, you go 50-400

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Has happened a few times to me

pallid talon
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Basically it's a car. And Im trying to line trace in front of it for when it hits another car. But I dont want the trace in the center of the car. One trace will be on the right side, another trace on the left side. So Im trying to offset a line trace on the left and right side of the car.

dense gate
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Why not use box trace then?

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Or capsule trace to emulate a smoother front body

pallid talon
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Because I need to trace multiple directions after I resolve the front trace. It would be nice if I can offset its starting position manually.

dense gate
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Shape traces aren't that much more expensive compared to line traces, I can confirm that since I've made my own projectiles based entirely on shape tracing

spice canopy
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@gleaming wing sorry I cant I am driving now

dense gate
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I think it'd make it significantly easier for your case

pallid talon
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Ok, I'll give box trace a try.

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Thanks bud!

spice canopy
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@gleaming wing the screenshot for the Stop state wont load.

Sorry I have to drive now but when i have these kinds of problems I check:

  • did anim BP set the variables?
  • Do may states use the variables correctly?
  • Do my transitions nodes use the variables correctly? Double click them to open them and see how they set the transition.
slender veldt
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Is 4.23.1 using Chaos by default in some capacity? Compiled a new project and saw it being built.

limpid surge
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Does anyone know how to use the localization dashboard to gather key/source data stored as a .csv file?

fervent sigil
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Any idea how to create destructible mesh (APEX plugin) for skeletal mesh?

fleet stirrup
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Fascinating that in Unreal, an FBX is internally stored as a uasset
I'm totally okay with this
Just that in other projects, usually, it's required to keep the FBX around
not-Unreal projects, that is

abstract relic
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you always want to author the fbx outside of the project

fleet stirrup
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yes, definitely

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I keep the FBX files on the authoring side folders

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Maya, in my case

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just super interesting that when you import the FBX from the Maya folders, it doesn't save the FBX file on the Unreal side. Totally cool.

crisp fable
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NOT what i was looking for

fervent sigil
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lol

brave turret
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help?

abstract relic
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you already pasted the answer

brave turret
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I have visual studio tho

abstract relic
fervent sigil
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I've started implementing a save system for game, currently working and saving & loading the player position.
What's the common way of dealing with all enemies around? My current idea is for each npc to save it's own data to a TArray<NpcData>, destroy it self, and on load spawn them and set data.
What do you guys think? any better way / other common method?

spice rune
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there is an existing save game system you can use

dreamy lake
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ANyone who would possibly know if it would potentially be better, if using world composition, to have your inventory based on structs, aka - you destroy the object when picking it up, and then store its values in a struct to generate the object again when its going to be used, or instead; destroy the object, then recreate it as a new actor, hide it when its not in use, and then teleport it and otherwise unhide it in the game world when its in use ?
Edit: I should probably add that my items are procedurally generated as well, so mostly anything could be different from that of another object

brave gate
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@dreamy lake IDK what world composition has to do with it, but generally yes - usually you want to have Inventory Item Definition as struct entry or object or data asset (whatever suits you) and separate actor to represent it in the world - so you can spawn it and pick it up, on pickup Inventory would add new Inventory Item but actor would be destroyed

dreamy lake
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@brave gate Well I mean, World Comp will unload the item as well when the that part of the world is unloaded, and simply just trying to wrap my head around how I should do my inventory system, especially with so many different variables for each type..

I guess like I would create different arrays for different item structs then that would fit into the inventory, like one for weapons and one for consumables then ?

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Is it possible to create a new data asset at runtime ?

brave gate
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common thing is to have "inventory slots", this is how you group items in inventory
yes, UDataAsset is UObject, you can create a new one and fill it with procedurally generated data

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at least in C++ 😉

dreamy lake
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aaah thanks man

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This should def make it easier for me

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Ive been using data tables so far - But often run into the problem of being unable to write to them - Data Asset it is

brave gate
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if you procedurally generate loot, spawn them, then actors by default belongs to persistent levels, not sublevels
and you're picking up items, they should be either destroyed or attached to the player (persistent level again), so still I can't see why streaming would unload item's actor?

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Data Asset can be easily "discovered" in runtime (look at Primary Data Asset and Asset Registry), so you wouldn't even have to create manual list of items

dreamy lake
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I suppose I could spawn them - though the actor - like a chest, that would container loot in it would belong to a sub level, so the item, in case it was an actor, would then be unloaded with that sublevel in case I wouldn't destroy and recreate the item, or convert it into a struct, on in this case uasset

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man.. uasset should def help a lot.. Why diddent I think of this before lol

brave gate
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dunno, if container with loot hasn't been looted why to keep its loot while unloading level?

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spawned actors belongs to the persistent level by default anyway AFAIK

dreamy lake
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essentially items such as weapons will have different metal values, and otherwise a quality level to them, which further modifies its stats - I suppose I could keep the resources values that is used for crafting in a datatable - though Hm, or maybe I should just create an data asset out of it as well as it would be difficult to loot otherwise.

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right.. sorry just trying to wrap my head around it all

brave gate
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resource would be an inventory item to, I guess

spark sonnet
dreamy lake
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Yeah data asset for all of it

spark sonnet
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Then use an interface or cast to the clicked actor to trigger whatever you want

dreamy lake
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thanks man

brave gate
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happy crafting 🙂

dreamy lake
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haha thanks xD

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Will most likely be back with more questions soon lol

spark sonnet
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No?

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Why not?

abstract relic
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I recall you need to enable collision(?) or enable generate hit in the detail panel. Something along that line

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Generate hit on?

spark sonnet
abstract relic
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Nope. It has been a long time since I used on click events.

spark sonnet
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The OnClicked(StaticMesh) works for me with this collision preset @autumn crystal

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Are you showing the mouse cursor ingame?

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In the project settings ^

crimson plume
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Not sure which channel this question falls under, but how can I safely transfer .uasset files from one project to another? More specifically, is there anything wrong with copying one .umap from one content browser to another?

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It works, but just wondering if there's a more official way of doing it

abstract relic
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Asset action >>> migrate

fathom glade
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Does anyone know of a way to calculate the midpoint of a mesh? Just taking like a chair or something and trying to find the middle of it for easier rotation?

craggy flax
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can someone help me figure out whats wrong with a variable type setting? Ive got a pawn/springarm/camera named MayorPawn, which I create a variable for named "MayorPawnRef" and set its Variable Type to Mayor Pawn (Object). when using it in blueprinting for some reason its not getting assigned properly and giving me "Blueprint Runtime Error: "Accessed None trying to read property MayorPawnRef". Blueprint: MayorController Function: Movement Speed Calculation Graph: MovementSpeedCalculation Node: Return Node "

warped tangle
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@craggy flax you have to set the variable to the instance of the actor you are trying to reference

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just having the variable gives you access to functions/components of that class, but you have to point it to the actual instance of that actor still. So if it's a pawn that you're possessing, you can do "get player pawn" and cast to your pawn class, then use that to set the var

fathom glade
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Is there a way to actually get the height/width? I can't find a function like that in blueprint

craggy flax
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@warped tangle I believe thats what I am doing here right?

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details panel is MayorPawnRef variable settings btw

warped tangle
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yep. So if you're getting a accessed none error at runtime, you either forgot to call that macro somewhere on your graph, or there isn't currently a player pawn (maybe you're simulating instead of playing?), or it's the wrong class

craggy flax
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hmm

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Ill dig further lol ty

jovial pollen
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can anyone help me with a gun in Unreal VR

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it wont shoot

warped tangle
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you got bullets?

jovial pollen
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I have line trace

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I feel like this should be correct

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but it isnt

warped tangle
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can't at all read that

jovial pollen
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line trace for objects start is the player, end is the enemy. out hit is break hit result, cast to enemy ai destroy actor

warped tangle
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is that a "get owner"?

jovial pollen
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yes

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what should I put there instead

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wont work without that

warped tangle
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yeah that all doesn't work

jovial pollen
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what should I put

warped tangle
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you need a reference to the "enemy" actor you're trying to get the location of

jovial pollen
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yes

warped tangle
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the easiest way is a get all actors of class -> get(0)....this is not normally how you want to go about this though

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also, you're making it so you can't ever miss?

jovial pollen
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no

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is this a good start?

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if you're holding the weapon canshoot is true

fading vector
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Question, I'm trying to change the animation in the state machine based off of a variable on my character. My state machine is in my Animation blueprint, could anyone help me with this?

jovial pollen
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ima just go like

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do random shit and hope it works

abstract relic
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Well you have a bp interface set up. So I applaud you for that.

fathom glade
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@autumn crystal Thank you!!

jolly steppe
fading vector
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@abstract relic Yeah, I've had some help but its really confusing. No videos are helping with this part either. So far I have:

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Thats in the event graph of the animation blueprint.

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I called a function, not for any reason exactly but just to see if I could.

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I have a death variable on my character but I dont know how to actually make the animation play when that variable is true

abstract relic
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animation montages

fading vector
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Watched 2 videos

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Maybe I'm watching the wrong thing

abstract relic
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letme send you an old sample project I used to teach

humble stirrup
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Sup follks
On the global game jam to
So, if I animated a mesh with pareting instead of joints, would it also update the mesh in Unreal?
Like, i am not updating the frames through joints position interpolation, but rather applying transposiion within the mesh, trough parent constrainning.

jovial pollen
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@abstract relic ive been using unreal for 2 months. I havent coded a gun in VR yet so thats why im stuck

jovial pollen
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ok I got it to shoot but it shoots only when you pick it up

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I need it to be the trigger button

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@warped tangle got any ideas

fading vector
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@jovial pollen Do an input action

jovial pollen
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I did that

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doesnt work

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its a VR game

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so a little more complicated

fading vector
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I mean its gonna be roughly the same, obviously visuals are different

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If its not shooting

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that means it caught up somewhere

jovial pollen
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mhm

fading vector
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You can play the game and watch your code

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or use prints to see where it is

jovial pollen
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no the code is fine, it draws a line to where it hits and if I put that on pickup event then it will only shoot when I pick it up and I dont want that to happen

fading vector
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If it only shoots when you pick it up

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Then thats probably a code issue

jovial pollen
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bro I know

fading vector
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Do you have like a bool saying pickup is true?

jovial pollen
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no

fading vector
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Im no pro but on pickup I would set something like that

jovial pollen
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ok

fading vector
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So that you know you're allowed to shoot

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It wont fix the issue, honestly hard to say what the issue is without looking at it all

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I'd just look over and try to see where the issue might be

cerulean sorrel
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am i a noob how tf do you get something location in anether blueprint

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like i wanna get the door location in my char blueprint

jovial pollen
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there isnt an issue everything is working its just the pickup thing is calling the shoot and I dont want that to happen

cerulean sorrel
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NOOBB

jovial pollen
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wait thats an issue

fading vector
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^^

jovial pollen
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nvm then

fading vector
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Haha

jovial pollen
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my friend gave me a plugin

fading vector
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Yeah that is likely it

jovial pollen
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but

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I cant get it to work

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the tutorial doesnt give me shit about it asking to readd the plugin

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and it ALWAYS FAILS

fading vector
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@cerulean sorrel I'm pretty sure there is a simple way to reference location

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You cast to "name of blueprint"

jovial pollen
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like why the fuck do you make a plugin FOR FREE and not put it on the epic marketplace

fading vector
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xD

cerulean sorrel
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@fading vector yep im a noob but how?

fading vector
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1 sec

jovial pollen
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bro just drag off and type "cast to 'blueprint'"

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@cerulean sorrel

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its easy af

fading vector
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^

jovial pollen
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a baby could do it

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I need a new plugin

cerulean sorrel
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oh

fading vector
jovial pollen
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AH FUCKIN HA

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I FOUND ONE

fading vector
jovial pollen
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JUST ONE QUICK GOOGLE SEARCH

cerulean sorrel
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would i cast char to door or door to char

jovial pollen
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AND THERES A PRE-MADE GUN PACK FOR FREE

fading vector
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Depends on what you're trying to do

jovial pollen
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HAHA!!!

fading vector
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If you're wanting the car to have the door location

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You cast to door in the car blueprint

cerulean sorrel
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yes i'm a conpelete noob to this

fading vector
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It also allows you to pull variables

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Which can be handy

cerulean sorrel
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how?

fading vector
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So that has some useful info on the location

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For variables

cerulean sorrel
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ah

fading vector
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Thats not exactly what you want but something off a video I saw a bit ago

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I'd honestly go through a video or two for some basic reference

cerulean sorrel
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i think i got it now thanks

fading vector
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Pretty easy series if you wanna try it

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Welp the animation channel is dead, would anyone mind helping me retarget an animation? It's just a duplicate of the skeletal mesh.

rancid lynx
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when i spawn an actor from class, and try to set a player reference for the new actor, it doesnt get set before the begin play happens. how can i set variables in a new actor before they begin play, ? for example, if my PLAYER character spawns a rock, and i try to make the rock "look at target'", i have to give that rock a player reference variable . then inside the rocks begin play, face target ((or what ever more important code))

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how can i spawn a actor from class, and add a reference to that actor, before its begin play ?

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begin play > delay .1 works, but thats a trash hack

ruby crow
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Does attempting to add that reference in the constructor (or construction script) of the new actor work?

rancid lynx
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well i assumed constructor happened before begin play. ill try that also, just to be sure.

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i have to pass the ref from the spawn"ER"

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ill try and find a way to do it with level blueprint maybe. idk

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can i access variables inside the level blueprint inside random world actors ?

ruby crow
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you can try putting that logic in the game mode / game state instead?

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I'm with you on the hunch that it feels like there should be a better way to do what you wanna do

rancid lynx
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i just read that on google also, game mode. i know nothing about gamemode or state yet. ill check those. thanks alot ! and also, maybe i can just use 'get player controller ' cast to '

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there should be a list of references i can place somewhere.

ruby crow
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oh yeah, if the spawner is the player character that actually makes it super easy

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i was assuming the spawner was some random actor that wasn't necessarily the player character

rancid lynx
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cast too X is not bad for CPU right ?

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i know get all actors of class is not technically fast.

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but i guess cast too's are fine

ruby crow
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*shrug * I'm still pretty new myself so I'm not super sure what the performance impact of a cast in blueprints is, lol. C++ side it's generally not bad enough to really care unless you're trying to do some really intense micro-optimizations

rigid ocean
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hey guys, i got a question, is there any way i can transform the player character on a button press ? Im trying to google it but i can't find anything about it and i got no idea how to do it cause im new

abstract relic
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Pawn Possession would be the magic word

rigid ocean
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i'll look it up thanks

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why do i have complex idea to do as a beginner, whyyyyyy

ruby crow
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lol, wait by transform what do you mean exactly?

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like, move, change its shape, or switch the mesh?

rigid ocean
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well, it would be like swapping betweens characters so the size, mesh, speed and everything else i add would changes

normal burrow
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lol

ruby crow
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okay, like in place?

rigid ocean
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like in place ? What do you mean ?

abstract relic
rigid ocean
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yeah so i just got an exemple in mind, the werewolf/vampire lord transformation in skyrim

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thats what i want to do

marsh swallow
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@rigid ocean do u want to replace current controlled character with a different one and make the first one go away (in place) or just control another character?

abstract relic
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Morph target will be another key word

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You did pick a difficult topic

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I wish you luck

normal burrow
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yeah hard one

rigid ocean
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its most likely difficult but its inspiring

marsh swallow
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yeah you have morph target, swap BP, change controlled character, or simple swap mesh

abstract relic
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Dissolving material will be another one

marsh swallow
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many options.

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oh yeah that too!

abstract relic
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Lots on moving parts to make that come together so to speak

marsh swallow
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we do 4 of those 5 in our depending on whats going on

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we dont use morph targets

abstract relic
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I wouldn’t 😜

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Unless you want stupid amount of detail

ruby crow
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yeah, so in place meaning like how pokemon trainer switches pokemon in smash bros. For that you'd want to swap out the mesh. or if all these characters already exist in the world and you want to switch perspectives/control between them, you'd want to look into Pawn Possession like @abstract relic 's suggesting.

normal burrow
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if it were sparkles, maybe.

abstract relic
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Particles is another as pat suggest

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But that’s more of a cherry feature

rigid ocean
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no it would like pokemon dresser in smash

abstract relic
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Lots of smalls thing in-conjunction to get the effect

ruby crow
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okay, yeah, i think the easiest way would be to look into swapping the mesh on a character

normal burrow
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how long is the effect? (in seconds)

ruby crow
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I'd start with a really simple instantaneous swap as a first pass before trying to apply fancy effects, but that's just me, lol

normal burrow
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was gonna say vertex animation with vertex colors or something if we're listing complicated approaches

abstract relic
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Nah that’s smart. We’re more hammering in how “complex “ a simple concept is 😜

normal burrow
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👍

normal burrow
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that would be harder with skeletal mesh

humble oyster
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QUESTION

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Why do when I right click to make something new like a material or a blueprint half of those options go off screen where I can’t even click them

normal burrow
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what is your resolution?

humble oyster
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What

abstract relic
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Screen size

normal burrow
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ye, the pixels horizontally/vertically

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i made the mistake of thinking it was green yesterday

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er, saying import was green

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but the Add New big green button will do the same thing right click will do malachiosss

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it may be better at not running out of space on the left side as it is

humble oyster
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Tanks

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Thanks*

jovial pollen
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Heh tanks

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Tanks are cool

humble oyster
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Yea

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Pew pew

jovial pollen
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I should make a tank game

humble oyster
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It was doing this

jovial pollen
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Need to work on my ai though, all they do (when they are humans) is walk around and just do a line trace when they see the player and they can see through walls and I'll have to fix that

normal burrow
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ouch yeah that screen resolution is low or you've got your ui scale way up

jovial pollen
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The res looks like a 1920x1080 🤔

normal burrow
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hm maybe i made my content browser icons smaller then

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it kinda looks like 720p to me, but idk. kinda tired

jovial pollen
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Hey pat you know how to code right? Mind helping me on a shooting script for vr? Everytime I grab the gun it just shoots so if you want to shoot you have to grab the gun but I dont want that to happen. I want it to be if it's being picked up then you can shoot. But how do I do that if its bot connected to the pickup?

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Also I'm not at my pc atm

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But since you're here I thought I'd ask

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Before I forget

normal burrow
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unsure what controls are like on htc, but with oculus grab is usually the middle finger button and shoot the trigger.

jovial pollen
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Yeah I'm using oculus

normal burrow
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they are on the same button? grab and shoot

humble oyster
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Ok so new problem

jovial pollen
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No shoot is trigger

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But it doesn't call the button

humble oyster
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I’m tryna use miscellaneous and it’s like glitching so hard

jovial pollen
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I've connected it though

humble oyster
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I can’t scroll up and get what I need

jovial pollen
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And I dont want it to shoot when you arent holding it

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So I connected it to the pickup event but it just shoots when you pick it up and doesnt call my trigger function

normal burrow
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@humble oyster make sure your ui scale is 100 on windows (right click on desktop and go to Display Settings)

humble oyster
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Thanks man your the best

jovial pollen
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Lol

normal burrow
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does the gun shoot itself or does the character shoot it?

jovial pollen
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The player shoots the gun

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Like in pavlov

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And onward

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And contractors vr

normal burrow
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Rather is the input event on the character or the gun?

jovial pollen
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Both

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Idk which one was the right one

normal burrow
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make a new event on the event graph called Fire for your weapon

humble oyster
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UGGGHHHHH

jovial pollen
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Ok

normal burrow
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then when the character pulls the trigger

#

on the character blueprint

#

check if the character is holding a weapon

#

if it is, fire the fire event on your weapon

humble oyster
#

So I did everything the person told me to do and the landscape didn’t turn black nor is the material in the paint thing

jovial pollen
#

Would I make a custom function called bIsHolding?

#

Then branch then cann fire event

#

Call*

normal burrow
#

You'd probably want to just return the thing being held instead of a boolean

jovial pollen
#

Ok

normal burrow
#

so either a variable of what is held or a function that finds it yea

jovial pollen
#

Ok thanks I'll try that tomorrow

#

But right now I got to get to bed

#

So goodnight

humble oyster
#

Why ain’t this shiznet black yet?!

#

And why won’t it paint

#

These gosh darn videos

jovial pollen
#

Mal I feel your pain

#

As a true beginner it was hard

humble oyster
#

It’s not painting

jovial pollen
#

You'll get used to it over time and then itll be easier

#

I've never painted befor 😳

humble oyster
#

It’s not showing up wtf

#

I did everything he said to do

jovial pollen
#

Try another tutorial

humble oyster
#

EVERYTHING

jovial pollen
#

Maybe a more recent nine

humble oyster
#

I’ve been trying

jovial pollen
#

Recent one

humble oyster
#

Every tutorial is the same over and over

jovial pollen
#

Those could be out dated

humble oyster
#

And once you do this it should turn black and show up here

#

Everyone says that

#

And it won’t work for me

jovial pollen
#

The engine is 4.23 or somethin like that those tutorials could have been made with like version 4

#

Anyways gtg to sleep

#

Hope you figure it out mal

fallen lake
#

hi guys the skeletal meshes have a 90 degree offset how do I make it 0?

normal burrow
fallen lake
#

the root bone is not facing the same direction as the mesh

humble oyster
#

Thanks

normal burrow
#

people like the nana one

#

@fallen lake find the character blueprint

#

locate the mesh component and modify its rotation to the right value

#

it'll be directly under the capsule

fallen lake
#

@p@t thank you, but the root bone still wont face the same dir as the mesh

#

maybe cuz the mesh is made using may which has a different coordinate system\

#

maya

normal burrow
#

for whatever reason this is stanard for characters in ue4

#

mannequin also has a 90 degree off rotation

#

and if you look at the viewport, when you choose front

#

it shows XZ for some reason (looking down Y)

#

its not real consistent lol

fallen lake
#

is there a way to change that?

normal burrow
#

not really

#

you can put a rotate root bone node at the end of your anim graph

#

but then it makes any world operations wrong

fallen lake
#

i just want to root bone to face the same dir as the mesh 😫

#

thank you tho

humble oyster
#

Do y’all know any websites where I can import low poly skeletal meshes

#

Or idk literally anything

normal burrow
#

marketplace has some freebies

lethal briar
#

Hi guys!I'm new in game industry.I wonder how the big game maps are made?Because I played silent hunter 5 and it has the whole North sea.Is that map made with heightmap or its sculpted?Thanks

whole quarry
#

I would assume that a sea is mostly a plane

forest tree
#

Hey guys, looking for some advice on rigs/animations in UE4.

I have 2 animals that are very similar, but are different enough that I was screwing with 2 different skeletons. Unreal seems to be pushing me towards having 1 shared skeleton (and 1 base animation blueprint), so I was trying to figure out ways of doing that. Leads me to two questions:

1): Both animals have a tail, but one is much more flexible and mobile than the other. To show that in the animations, I previously just removed bones from one of the animals, but this leads down the path of having 2 different skeletons. How would you approach this problem?
2): How would you handle the problem of having to move bones around to better fit the anatomy of the other animal? That is to say, would it not constitute a new secondary skeleton when I have moved the bones around?

plush yew
#

there was a tutorial that included a green beam shader i saw once and can't find anymore i think it was from epic

fleet scroll
thorny perch
#

anyone stepped upon this error when loading a scene?

#

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

#

just for a VR project, others work fine

fleet scroll
#

That happened to me earlier. Restarting seemed to fix. Googling leads me to believe it was related to going afk with the editor open, but another application focused on. Its apparently been an issue for several years that hasnt been fixed.

unique kraken
#

okey im going insane about a small detail

#

for some reason i can alligne my widgets in the widget editor?

#

it makes me go insane

#

im the first time in this editor but i learned print design. i know all this stuff, it just doest react

#

anyone of help here o.o

thorny perch
#

@fleet scroll just booted up 🙂

fleet scroll
#

cool

thorny perch
#

and just ue4 editor opened

#

so might be bigger issue then

fleet scroll
#

What I've gleamed, it's got something to do with the data to and from the graphics card getting out of sync.

#

Not sure beyond that

patent apex
#

hey guys, i've upgraded to 4.24.2 and i have a specific blueprint that if i change any default property it crashes on FSerializedObject::SetObject, any idea why?

lethal briar
#

I would assume that a sea is mostly a plane
@whole quarry yes it is, but the coasts and ports are made too

heady moon
#

" #include found after .generated.h file - the .generated.h file should always be the last #include in a header "
Unreal Newbie here.
Any help?

patent apex
#

@heady moon you can't have includes below the .generated.h file. Examples:

Bad:

#include "TestActor.generated.h"
#include "CoreMinimal.h"

Good:

#include "CoreMinimal.h"
#include "TestActor.generated.h"

heady moon
#

Thanks let me try it (:

patent apex
#

it should, compile and try it 😛

heady moon
#

ok (:

#

what da

#

;-;

#

access denied??

#

im the admin tho.

patent apex
#

not sure about that, make sure you have visual studio properly installed

heady moon
#

I did

#

it is saying that this line exited with code 5 - access denied

#

please verify that you have sufficient rights to run this command

#

** The command ""C:\Program Files\Epic Games\UE_4.24\Engine\Build\BatchFiles\Build.bat" ActivityOneEditor Win64 Development -Project="C:\Users\(my username)\Documents\Unreal Projects\ActivityOne\ActivityOne.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
**

patent apex
#

he typically says that when he has another error

#

like a compilation or linking error

brave gate
#

@rancid lynx @ruby crow if you're casting to a blueprint class, blueprint gets loaded no matter if you do anything with it later
that's reason why you should avoid casting to big blueprints and one more reason to use soft references in blueprints where possible - so loading blueprint A won't automatically load all assets used by this blueprint and then loading all the reference chain
https://docs.unrealengine.com/en-US/Resources/SampleGames/ARPG/BalancingBlueprintAndCPP/index.html

Describe how to make a combination Blueprint/C++ game, and decisions you might make along the way.

icy egret
#

hello
can i ask some question in here or other channnel?

plush yew
#

@icy egret Try here, for general question, there are channels for more specialized questions

icy egret
fierce forge
#

how i can make this destructible mesh to be destructed by objects but not from character , how i can do this ?

plush yew
#

@icy egret I personally do not know the answer to your question. But do not be discouraged because other people may 🙂 we also have #animation , You can post the question there if no one answers here, but etiquette dictates that some patience may be required before reposting

icy egret
#

of course! thank you

tender kraken
#

Hello, I'm looking for some explanation about how UObjects are being removed, basically I have an object which outer is the gamemode blueprint, would that mean object will stay alive as long as gamemode is alive?

plush yew
#

@tender kraken https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Objects/index.html
`Destroying Objects
Note that Weak Pointers have no impact on whether an Object is garbage collected or not.

Object destruction is handled automatically by the garbage collection system when an Object is no longer referenced. This means that no UPROPERTY pointers, or engine containers or smart pointer class instances should have any strong references to it. When the garbage collector runs, unreferenced Objects that are found will be deleted. In addition, the function MarkPendingKill() can be called directly on an Object, and this function will set all pointers to the Object to NULL, as well as remove the Object from global searches. Once again, the Object will be fully deleted on the next garbage collection pass.`

Explanations of the basic gameplay elements, Actors and Objects.

dire flame
plush yew
#

@dire flame Hover over, it should tell you the library and the function

dire flame
#

I only have a screenshot of it

plush yew
#

it's basically converting an integer to string

dire flame
#

And how do I create that one in a blueprint? What do I need to put in? Function? Sorry im really new to UE

plush yew
#

one sec

lost reef
#

@plush yew for each loop to a print string, when you drag off index into the string it will automatically give you the conversion node

tender kraken
#

Hmm how often garbage collector is running? As I've tried listing objects in log and they seems to be still valid even after a couple of minutes

lost reef
#

@tender kraken look in project settings, i do believe you can adjust that in there

plush yew
#

@lost reef Thank you Paul, but @dire flame was actually asking this question 🙂

tender kraken
#

Thanks will check it out

dire flame
#

thanks guys

#

Really sucks when you learn for your exam just with those screenshots

abstract relic
#

Slap that teacher slap

dawn gull
#

Hey so, I am making a game with planetary gravity using this video:
https://www.youtube.com/watch?v=l2J45z6aoJQ
and I got to 12:40 and pretty much the character is always moving to the right of the camera and when I rotate the spring arm to the right it moves backwards. Here is a picture of my code:

Use Blueprints to create a pawn that can be controlled while moving around a planet while maintaining correct camera orientation!

YAY!

▶ Play video
thorn vector
plush yew
#

is this get everything from the market and make a game challenge?

hoary silo
#

Im using standard bloom

azure shore
#

hey whats the best substitute for event tick? if for example I have the players eye watching where the cursor goes along with a bunch of other stuff Id like if theres something else I could use

#

@hoary silo I think theres a bloom setting in project settings but idk if itll help this problem specifically

hoary silo
#

Ok thanks I take a look at it

heady quartz
#

Does anyone here know how to make animtrails smooth?

tender kraken
#

so I need to get back to my question of I have an object which outer that is the gamemode blueprint, would that mean object will stay alive as long as gamemode is alive?, adludum gave me this link https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Objects/index.html which if I understand correctly basically tells me that as long as anything holds onto the object it will be kept alive, so in this case as long as outer is alive object will be alive. Did I get it right?

Explanations of the basic gameplay elements, Actors and Objects.

frail sail
#

@hoary silo yo whatsup linus

vital cosmos
#

is it possible to have a spine with multiple meshes

hoary silo
#

Haha

#

My profile pic is great, isn't it XD

thick herald
#

@vital cosmos yes

frail sail
#

Very memeal great feelsthumbsup

vital cosmos
#

I tried doing that with segmens but the issue is the meshes are not appearing both the same point, for some section along the spline, one mesh appears and for the rest the other mesh appears

#

not both simultaneously

thick herald
#

It's been a while since I looked at my splines, but it is possible to have different ones at different segments.

vital cosmos
#

nah I want it so that both of the meshes appear in the same segment, which they do but they dont overlap, which is what I want them do to

#

this is the issue im having

#

the road appears for some part and the side appears for the rest

thick herald
#

What are you expecting to see here? Just so I can understand better.

vital cosmos
#

basically the sidepart should go all along the side of the road

#

not appear on its own in some random part along the spline

thick herald
#

Sorry, I've not used splines for roads or in that way before. It's also impossible to know what's going on without seeing the code, which should be in either #graphics or #blueprint probably

vital cosmos
#

there is no code?

plush yew
#

hi guys quick question - should blackboards be set in the AI controller or the AI character? it's possible to do both? or is it just based on preference

thick herald
#

There must be on the spline itself.

vital cosmos
#

I'm using the landscape spline mesh

#

dont think that needs any code

thick herald
vital cosmos
#

yeah I alr used that, its way too heavy and requires too many draw calls for my liking

thick herald
#

You can always combine the spline meshes into a single asset. But as I said, this is probably a blueprint or graphics type of issue, and without more info on how you set it up it's hard to diagnose

craggy flax
#

can anyone tell me why my event beginplay isnt triggering? I have a print string set up immediately after it I never get any messages from it. GameMode Override and settings are proper but for some reason nothing seems to start.

#

event beginplay being in my controller

forest tree
#

Is it normal that adding an animation class changes the scale of a model?

#

I have an issue where the scale of my skeletal mesh changes when I add an animation blueprint

heady saddle
#

@craggy flax did you change to your custom game mode in project settings?

summer zealot
#

Anyone has idea, why can't open FL_CPP_Info.h? The file is there. I try to convert project for 4.24

forest tree
#

Rather, toggling animations seems to scale the character....anyone know why? It seems to scale the mesh to the skeleton, instead of the skeleton to the mesh

#

@summer zealot Is it an intellisense or build error? I had weird intellisense errors but could build just fine.

heady quartz
forest tree
#

Holy shit, is that a real UI or a mock-up @heady quartz ?

heady quartz
#

I dunno i found it online while looking for a way to enable a "dark theme"

forest tree
#

Looks awesome, hope you can find it. That would make me so happy.

heady quartz
forest tree
#

From that thread

heady quartz
#

Try it and let me know if it works currently not in home and doing a dark theme just popped in my head

#

This ue4minimal looks promising

fading vector
#

I'm having some troubles activating a nav mesh bounds volume, I pressed P but nothing happened.

jolly steppe
#

@hoary silo did you fix the bloom issue? You could also try a post process volume. I usually use that to adjust exposer, but it could work for bloom if you have a specific area in your map that you want to adjust.

hoary silo
#

I haven't fixed the bloom problem

#

It has happened in the past with other graphics cards if that gives you any info

#

Is it happening to you as well?

jolly steppe
#

It only happens on certain graphics cards? You sure it isn't a graphics setting or something?

hoary silo
#

Its definently in UE4

#

it even happens in other games made with ue4

jolly steppe
#

I'm not too sure yet. I'm new to the engine and been working on gameplay mechanics and stuff. I've only done minor stuff to graphics.

crystal ruin
#

Hello everyone I have simple question... I have character i imported in unreal.. She have skirt.. The skirt is not rigger or have a bones.. And if I added run animtions the skirt is clipping in her body... How would I fix that?

hoary silo
#

@jolly steppe That's fine, I think it may just be a bug, ill try to work around it

jolly steppe
#

ahh okii. good luck!

hoary silo
#

thanks

honest rune
#

actually, I'll move that to source channel

ruby crow
#

@brave gate cool, didn't know that, thanks for the info/link!

crystal ruin
#

Any help maybe!

heady quartz
#

@crystal ruin cloth simulation

#

And edit the physics asset of the character

crystal ruin
#

@heady quartz is there a good tutorial about it?

heady quartz
#

Tons of tutorials in YouTube just search "UE4 Cloth simulation" or "Ue4 Skirt cloth simulation"

crystal ruin
#

Ah thank you but generally I don't need to rigg the clothes or add bons to them I can do it without these in unrela

heady quartz
#

I'd recommend using bones and simulating physics if your character is an anime girl or whatever

#

You don't need to rig clothes if you're doing cloth simulation

crystal ruin
#

Ok

#

I have the character with clothes with high ends like akirts and not attach or intact with the body

heady quartz
#

What

summer zealot
#

@forest tree It's a build error

crystal ruin
#

Nvm thank you tho

fading vector
#

Could anyone give me some tips? I have a "zombie" with basic AI. The zombie chases my player, but I'm not sure how to go about the damage part, I have a box collision on the front of the zombie.

heady quartz
crystal ruin
#

Well done!

#

It's look good

#

Here take look at my character

heady quartz
#

@fading vector if you have an attack animation just do an anim notify with "start attack" and "stop attack". These notifies will start a timer that will linetrace from the start of the hand to the end if it hits the player at will cast to the player that it was hit. Pretty simple 😉

fading vector
#

@heady quartz atm not attack animation, just trying to put the damage in for the zombie. I know a way it could work but I'm trying to learn how to be a better programmer.

#

Normally I'd just do a begin overlap cast to character, set bool inrange to true, then if thats true call damage function

crystal ruin
#

Thank you man

heady quartz
#

Do you want to damage the player or the zombie

fading vector
#

player

#

Which I have a function

heady quartz
#

I don't like using begin overlap because i can't get the location of the impact to spawn a particle

fading vector
#

Fair enough, it is a rather basic form haha

#

This is also why I ask

#

I'm still new, still learning, people like you and such have a lot of info that is very useful 🙂

heady quartz
#

Also using begin overlap if the player is hit and is still overlapping ot will not fire another event

fading vector
#

Correct

heady quartz
#

Thats why using a line trace is way better

fading vector
#

Mmm, I've heard of line trace but have never put it to practice.

heady quartz
#

I use linetrace for everything lol.

fading vector
#

Is there a video you would suggest?

heady quartz
#

I dunno i made my own system but you can probably find tutorials

fading vector
#

Will do

heady quartz
#

Look up how to use linetrace not how to make a zombie damage the player

fading vector
#

Haha

#

Yeah, that could lead to some other things xD

heady quartz
#

This is what i used to do at the beginning and never made any progress because i was just following tutorials not knowing what things do

fading vector
#

Yeah, it can be rough at the start

heady quartz
fading vector
#

That was actually the video I was watching xDD

vast fossil
#

tomatoes

fading vector
#

I think I've got a decent understanding of a linetrace, but still not sure how to fire it off. What should my method of detection be for the zombie detecting the player?

worthy flame
#

is there a way to remove 1 foliage without it affecting other foliage? so it deletes everything from that one

#

?

#

nvm figured out

heady quartz
#

For my "zombies" i check the distance between the player and the zombie if its greater than 300 it moves to the player if its less it attacks and when the "attack" animation fires there are anim notifies that start a timer and clear it with "start attack" and "stop attack" and this timer does a line trace every frame and if its blocked by something it checks if the player was hit and then it fires my with do once "hit event" and a delay at the end that resets the do once node

fading vector
#

Yeah but what is telling your zombie attack animation to go off?

heady quartz
#

Its a behavior tree

fading vector
#

Ohh

#

I see

#

I don't have that part

#

All my "zombie" does is run towards the player

heady quartz
#

Read about behavior trees

fading vector
#

Thats exactly where I'm at 😛

#

Thanks 😄

heady quartz
#

I watched this series

rancid lynx
#

Are there different physics engines for UE4 that i can try? Or just the one that comes with ue4?

heady quartz
#

Why

rancid lynx
#

If the cavemen said that after inventing pointy sticks, we wouodnt even have diapers

#

Physics are the coolest part about engines. Im just curious

#

Also, block overlaps seem to be pretty finiky in ue4

#

Is there a way to make blocking more stable?

#

Its really easy to get blocking items to overlP in ue4. Are there Ny optionz to make blocking collisions much more solid?

heady quartz
#

I haven't working with physics to the point that i wanted to look up alternatives

rancid lynx
#

Ue4 physics are great. Im just curious about other optionz

#

What is nvidia physx? Those videos always look impressive. For example

wary wave
#

....UE4 uses Physx

heady quartz
#

🌚

rancid lynx
#

As easy as it is for two rectangular cubes to mush into each other. ThT surprises me.

heady quartz
#

Did you check the settings in the physics there are alot of settings to achive alot of different "physics?"

rancid lynx
#

Ill look harder.

next badger
#

Have anyone here issues with Epic logging you out too often? (website)

rancid lynx
#

No. But my nvidia experience shadowplay will never stay logged into youtube. Which is annoying as hell

heady quartz
#

No. But my Google account will never stay logged into mixamo. Which is annoying as hell

lilac crow
#

Hi, does anyone knows if you create project on low end GPU to run at for example 30fps, later on if you use better card to run the build will the fps increase? I created my project on 1060 gtx and I feel like it has few areas where fps drop down, so I was thinking to use my friends 1080Ti GPU to present my Thesis work.

exotic thicket
#

It will almost definitely run better on high end hardware yes, it's same as with any game really

lament saddle
#

If you have no framerate limit set, then yeah

#

OTOH if it's slowing down due to CPU reasons (game thread, draw thread) then no...

lilac crow
#

No I profiled it and its GPU

#

Sweet..thank you for help.

tawdry heath
#

hey guys how would I be able to disable jump when reloading weapon?

carmine garnet
#

I cant seem to figure out casting

#

It needs an object input

#

But im casting to an anim blueprint and nothing seems to work

#

What is the object input supposed to be

exotic thicket
#

you use casting to go from a "generic" class to a more "specific" class, ie. from parent to child class

#

for example, if you have an actor object, and you know it's a pawn, you can cast it to pawn

#

@tawdry heath you could probably have a bool variable IsReloading or something, and set it to true when you start reloading and to false when reload finishes. Then, check in your jump handling code whether the value is true or not

tawdry heath
#

I got the first part but wym by jump handling code

exotic thicket
#

Well, you need to have some code that decides when to jump :)

tawdry heath
#

it's when space is pressed it jumps

exotic thicket
#

Right, so you could check it there

tawdry heath
#

so I have to create a variable for jump?

exotic thicket
#

If you're using a Character, it might have a value that tells you if it's jumping, not sure

#

if it does, you can probably use that, but otherwise you would need to create your own variable

fading vector
#

I have this bit of code on my zombie, I'm using an AIPerception for touch and I have the stimulus on my player, however this is not working, any suggestions?

plush yew
#

Can someone help me with my problem I want to attach a gun to my character and when I do it its not there when I play error code: AttachTo: PersistentLevel.ThirdPersonCharacter_C_0.CollisionCylinder' root component cannot be attached to other components in the same actor. Aborting.

heady quartz
#

Check if you are attaching your player to the gun or the other way around

tawdry heath
exotic thicket
#

@tawdry heath something like that could work, but note that it would turn it off as soon as you release the jump key

tawdry heath
#

so connect the released to the branch?

fading vector
#

Okay so I used a print

#

and its not firing off at all

heady quartz
#

Add a print to the updated event alone without the cast or branches

fading vector
#

let me try that

heady quartz
#

And check if its firing if its not then you found the problem

fading vector
#

It's not

#

Hmm

#

I wonder why its not firing

heady quartz
#

Then you ai perception is not working

#

Your

fading vector
#

Mhmm

#

Now the question is why

heady quartz
#

Did you add a hearing sense

fading vector
#

touch

plush yew
#

My gun is in da floor

fading vector
#

I could try another sense

#

I got sight to work, but had to enable enemies neutral and friendly

tawdry heath
#

@exotic thicket thanks I figured it out

heady quartz
#

So sight is working

#

You need to make a decerator that check for the player distance in the behavior tree

heady moon
#

anybody knows the official resources? Cuz the course i enrolled in turned out to be outdated :/.

heady quartz
worthy flame
heady quartz
#

that video was before they added "pure" functions i believe so this works the same just type "get AiController" after dragging owner actor

worthy flame
#

ok thanks

plush yew
#

I have a mechanic where you shoot a stun gun at a enemy and he flees. Can I do this with pawn sensing or do i have to use behavior trees?

heady moon
#

anybody knows the official resources? Cuz the course i enrolled in turned out to be outdated :/.

#

sorry for asking this question twice

#

im just really concerned

worthy flame
#

@heady quartz can you check the vid again at 2:58? the decorator doesnt exist

#

sorry for ping

fading vector
worthy flame
#

2:50* the decorator in the sequence

fading vector
#

I got this so far

supple totem
#

hi all, does anyone know if it is possible to hide a bone but show the children bones?

#

I might just have to use a material mask, but if I could do it in code I'd prefer it

#

thanks

heady quartz
#

@worthy flame what decorator?

worthy flame
#

this one

#

can see player

#

and also the find exit doesnt exist

heady quartz
#

you have to make them

#

these are custom

worthy flame
#

ok thanks

fading vector
#

@heady quartz So I added another perception to my AIperception on my zombie. So at this point I have touch and sight. I'm currently using sight to determine when the zombie will run at the player. However I'm not sure how to call on my touch..

thick herald
fading vector
#

I know touch and damage are different, I'm literally just trying to set a bool based on touch. I guess my question is how do I call on touch if I'm already calling on sight from the Break Stimulus.

undone sinew
#

What is the Concert Frontend module?

thick herald
#

@stark patio if you've not saw this before, it may help. it covers finding what sense is sensed. https://youtu.be/sbV7MT1nn28?list=PL4G2bSPE_8ukuajpXPlAE47Yez7EAyKMu&t=475

We first improve our existing AI perception, and then we go through to how to make a distraction to distract a guard and call their attention. The guard will then investigate for hostiles.

Support me on Patreon and get access to videos early, join our developer community on ...

▶ Play video
#

time stamped at the relevant bit.

marsh swallow
#

so i am not quite sure what i need to look at here. We are using Ultra Dynamic Sky and I am not sure its that because even if i disconnect the execution part of it the issue still occurs. Here is what the lighting looks in PIE when not in play

#

this is that same area.... while in play

#

the Skylight/sunlight are set to moveable.

#

Is this some post process setting or something

thick herald
#

adaptive eye/lens thingy?

abstract relic
#

If it is. Check in project setting and the post process volume

marsh swallow
#

i turned that off..... 🤔 i mean i did like 3 engines ago

#

lol

abstract relic
#

Blame the candles then

marsh swallow
#

😂

#

Nuuuuu

west jewel
#

does servertravel work when testing in standalone game mode? I saw it does not in PIE, but what about stand alone game mode?

abstract relic
#

Pie simulates both client and server.

#

So unlikely with stand alone

marsh swallow
#

oh wow.... im done for the day yall

abstract relic
#

Without proper set up at least

marsh swallow
#

ive had a post process setup on our character.

abstract relic
#

Nooo

marsh swallow
#

i did this like.... 4-5 months ago.

abstract relic
#

Noooooo

#

Why man

marsh swallow
#

to fight trueskys issues

#

we dumped truesky so now im still cleaning up

#

there was quite a few settings

normal burrow
#

DBZ uses "ultra dynamic sky sphere" on mp

abstract relic
#

To be fair. I’d like to know a better method to organize dumpster fire fixes too

marsh swallow
#

u serious?!

normal burrow
#

kakarot ye

marsh swallow
#

neat.

normal burrow
#

i dunno much about the skies on mp, but i think a lot of games go with that one.

marsh swallow
#

well i was wondering if he replicates the skies

#

i dont see it

#

but controlling the time variable literally controls the rest of the setup.

#

so im sure it would be easy to just replicate it.

#

he doesnt advert it as one however

normal burrow
#

idea of a single float in charge of so much makes my face want to implode a bit

#

but yeah, could base it on server time too

marsh swallow
#

😂

#

i am a man of simplicity

#

he does have randomization built in as well

jovial pollen
#

how do I fix this

#

both pins are connected

heady quartz
#

because whatever is connected to the "spawn actor" is not connected to anything

plush yew
#

can you send what does the message log say

heady quartz
jovial pollen
#

ok

#

ive never had this problem before ngl

#

its the same code for all my other AI

fading vector
#

Okay so good progress, but I ran into a bug

honest rune
#

was UWorldSubsystem just added in 4.24? I have never seen this one before

fading vector
#

I am the left character and my AI is the right. When I move back into the AI I instantly die, regardless of my health (max 100). The AI damage is set to 20 atm.

#

The code is a bit messy, but a lot better than my original stuff lol

atomic onyx
#

Show the Damage Player event bp

honest rune
#

try stepping through the blueprint's execution.

fading vector
#

Thats the damage player

honest rune
#

CheckPlayerDeath

fading vector
#

Well, I should note it damages normally in almost every other regard

#

Also traps work perfectly as well

#

It's just in this weird scenario that he 1 shots me

#

I'm thinking its an AI bug

honest rune
#

I'd step through the bp's execution to see if its being fired several times in sequence for some odd reason

thick herald
#

^ it looks like that would happen.

#

every time the receive activation runs it checks distance and if in range deals damage, so as long as the AI see's and is in range it will fire. Every frame, unless you've limited it elsewhere.

open eagle
fading vector
#

Fixed it

#

Put the damage after the animation on the zombie itself

topaz thunder
#

Does anyone know how I can navigate through these files with only keyboard?

exotic thicket
#

Doesn't ctrl-tab go between the files at least?

#

ctrl-shift-tab probably in reverse order

worldly dust
#

So you cant reference the level blueprint, meaning you can't get or set variables, if you had UMG buttons to set and warp to locations, how would you go about setting those warp vectors per level?

marsh swallow
#

u would use blueprints.

#

with names and whatnot

#

and actually u can reference the level BP

#

i have done it for testing, but i dont think its good practice.

#

u can store the reference in game instance on level begin play.

craggy flax
#

Do I need anything special to display printed strings in viewport of game?

worldly dust
#

I am not able to figure out how to reference the level BP, other forum posts say it's impossible, it's only to allow others to quickly set and warp to points per level

fluid ore
#

howdy

grim ore
#

please try to not use the level BP if you can help it. Do you need level specific information? You can try setting it into the game mode for that level if you want to have multiple game modes. Alternately you could have something specific in that level that you could grab, say a BP actor called "LevelSpecificInfo" that just holds data you want to reference. Alternately if this is just data you can create a data table to hold the data and pull from that

worldly dust
#

I was just trying to create a simple way to get and set warp points with UMG buttons, I thought it would be best to store the warp point vectors in the level blueprint, so whenever someone else loads up the project with a different level, their buttons would be able to get and set the warp vectors from the level they have open, this would just be for development and removed on project completion

fluid ore
#

has anyone had success spawning actors? I am running into a weird issue where I'm trying to spawn a Character Blueprint, but the mesh stays floating in space while the capsule falls to the ground and does all of the actual movement. The mesh does all the correct animations as the capsule moves, and the only fix is to change any setting on the blueprint at runtime during simulation. I am starting to think that I've run into a weird UE bug.

grim ore
#

yep you can just use an editor only BP to store that info then if you want. new blueprint actor. make sure it's tagged as editor only inside of the details panel for it. Expose an array variable of your warp points and you can set them from inside the editor itself .

#

alternately you can technically push your points to the umg itself if you want, your level blueprint can find other stuff its just other stuff really cant find the level blueprint. It's a remnant from a day long ago and is reaaaaaally not the best place to do anything if possible

#

there are a few ways of doing it but I have a feeling you are using the level BP just due to the ease of being able to hard reference an actor in the level by right clicking in the level bp

worldly dust
#

I see, I also understand now that level BP is kind of a unique deal, maybe it would be best to, as you say, create a BP or datatable for LevelSpecificInfo to hold the vectors for each level

grim ore
#

in the olden days of the engine kismet (blueprints now) was tied to the level. there was no real concept of unique actors holding the kismet code it was all done in the level but with UE4 they have changed that but the level BP is there because some stuff used to need it like matinee events (which is no longer the case)

grizzled ember
#

Hey guys. Can you help me? I have a problem with skeleton virtual bones. They cannot be found/disappeared when I test the build.

grim ore
#

@fluid ore they should work fine when spawned. Is this just a new blank character bp you added your mesh to? it sounds like you might have changed some of the collision settings somewhere if this is happening

fluid ore
worldly dust
#

Ah okay, thank you for the help!

grim ore
#

eliminate the obvious first, make a new level using the level with just the sky and the ground and hit play

fluid ore
#

it was first my own cpp character extending class, I am able to reproduce it with just a Character that I made into a blueprint

#

@grim ore manually placing the Characters has them working perfectly

grim ore
#

in a new level hitting play will use the player start point and they will spawn in

fluid ore
#

ahhh ok, thanks ill try the new level

grim ore
#

that will let us know if its the level, the character, the way you spawn it, etc. depending on what happens

fluid ore
#

is it ever advisable to update projects from 1 version to another?

grim ore
#

assuming you make a backup, yes. A new version might have a feature or fix you need. On a long term real project? Normally you commit to a version and ship on it.

fluid ore
#

same issue :(

#

I believe the project was on 4.23 and was bumped to 4.24

grim ore
#

so in a new level it spawns in your character without you making any changes but your character is not attached to the capsule anymore?

fluid ore
#

if i change the characters name he snaps back

main fulcrum
#

Has annyone used TrueSKY? I am trying to make a ship mode float and bounce reacting to waves and following the tutorial from them i can seem to make it to work

fluid ore
#

@grim ore if i change anything it snaps back

fading vector
#

How can I reference a variable from my blackboard on my character/ai

hearty walrus
#

Hey has anyone got a FIXED svg of the unreal engine's logo. Every time I open it in blender it just shows a lot of blank squares

grim ore
#

all of the logos on the branding page work for me in AI or Inkscape. maybe import it into one of those then re export it out?

#

@fluid ore that is weird. since this is custom code I dont know if I could even guess without seeing more but even then 😦

hearty walrus
fluid ore
#

@grim ore thanks for looking at my question, do you know if there's a way to have super verbose logs?

hearty walrus
#

Also, how do I design and use icons for games

grim ore
#

@fading vector it looks like you should be able to get the blackboard from the AI character itself, then do a get value from that blackboard for what you want

hearty walrus
#

They've always stumped me - i'm talking about desktop icons e.g.

grim ore
#

and you can use any art program to make icons they are just pixels

hearty walrus
#

It's converted using online-convert

#

How do I design good logos

#

The game I'm focusing on is about stormchasing, with a planned sub-zero DLC

grim ore
#

your literally asking how to do art

hearty walrus
#

yes

#

I can do everything else BUT desktop icons

grim ore
#

@fluid ore by default the logging level is kinda set by the log command itself when it's called and the output log has it all enabled. can't really get more unless you were to do some weird stuff like walking the code stack in VS debugging mode

trim trail
#

were there any hints for new lightmass baker in 4.25? 😦

fading vector
#

Is there a way I could enable a ragdoll effect using the mannequin's bones?

#

In blueprints that is

fading vector
#

nvm

fluid ore
#

@fading vector dont you just enable physics on the mesh?

fading vector
#

Kind of

#

I didn't know that was a thing lol

#

Also had to set the collision to ragdoll

manic burrow
#

how do i make the sky all black, so there is no light on the bottom?

#

im using bp_skysphere

carmine garnet
#

Yikes

manic burrow
#

do know? @carmine garnet

abstract relic
#

Set the horizon colour in override setting to black

placid arrow
#

argh

#

whats happened to copy and paste in the ue4.24 editor?!

#

if i select a bunch of cubes static mesh components and paste them, it pastes them all with one of the objects i paste set as its parent

#

i dont want one of them to be the parent of the rest, can this new behaviour be turned off please?

manic burrow
#

i tried making them all black, and still doesn't work

abstract relic
#

Make sure you refresh it

#

If not, turn off use directional light to calculate

fading vector
#

I'm trying to make it to where if my character is not facing an enemy they don't do damage

#

Because the animation swings the sword and the back of it keeps hitting them

#

Like behind the character

#

I'm like that shouldn't do damage...

abstract relic
#

Grab from On hit, then add Break hit result

fading vector
#

On hit?

#

Let me explain my setup rq

abstract relic
#

The dark blue pin

#

No

fading vector
#

oh ok

abstract relic
#

😜

fading vector
#

Okay so this break hit result

#

I have never seen it before xD

abstract relic
#

Regardless of everything, you’re going to need break hit result

fading vector
#

Fair point

#

Can break this down for me?

#

Linetrace is a new concept to me entirely

abstract relic
#

Basically you want to sort what’s triggering the line trace

#

Otherwise it’ll always trigger if you point it to a cube or wall or literally anything

fading vector
#

I see

#

So in this case hit component?

#

or an actor

abstract relic
#

It can be actor

#

And set it to watch for pawns

#

Or the player specifically

fading vector
abstract relic
#

This is in the player bp?

fading vector
#

Yeah

#

I was gonna make a function

abstract relic
#

Alright time to learn something new

fading vector
#

Atm just testing functionality and all that

#

Yay

abstract relic
#

Use blueprint interface

fading vector
#

bp interface?

#

Ohh

#

See I'm using a combat interface from a tutorial

#

is it sorta like that?

abstract relic
#

It’s a declare function. Good for when you need to send information to another bp based on events

fading vector
#

Hmm, so I should re-do my damage system then?

#

Because atm damage is based off of a function in each character/ai

abstract relic
#

You hurt my heart

fading vector
#

I'm sorry ;-;

abstract relic
#

There should already be a Damage node

fading vector
#

Like built in?

abstract relic
#

Yes

fading vector
#

Mmm, wow

#

The more ya know

#

But what about a health system?

abstract relic
#

Double checking that the node exist

#

Yeah

#

You’ll still need to hp logic

rancid lynx
#

CAST TO Actor is much faster than Get All Actors of Class, right ?

fading vector
#

Haha, I'll check it out

rancid lynx
#

cast tos are alot safer to use, correct ?

abstract relic
#

Isn’t cast to still checking for all regardless?

#

@normal burrow , need wisdom

normal burrow
#

Cast is not slow in general

#

Get All Actors of Class is going to be many times worse when you are looking for a single object

#

Basically, you use Get All Actors of Class when you need all actors of the class.

#

you use cast when you want to check if something is of that class

#

having a list of all actors and trying to cast all of them to your type should be avoided

rancid lynx
#

oh pat, what if there is only 1 instance of an actor, and then i "get all actors"

#

is that much much faster?

normal burrow
#

not faster than cast

fading vector
#

I wanna cry

#

So I could've used this whole damage system

#

and made my life a lot easier

normal burrow
#

cast == very fast

fading vector
#

Not to mention its more hack/cheat proof because its on the server

abstract relic
#

You learnt stuff though yes?

fading vector
#

Yes

abstract relic
#

Then it’s never a lost

fading vector
#

Ah true true

#

I'm gonna go setup this damage now

normal burrow
#

You should enjoy the days where you learn things :D

rancid lynx
#

yea. it took me a long time to find interface information. but once i did, the editor got much stronger.

normal burrow
#

having a day where you put effort in and learn nothing happens sometimes

rancid lynx
#

ue4 interfaces really should be a sticky video tip when you load up ue4 X_x haha

normal burrow
#

important to remember that your the one in charge

#

but yeah knowing the procedures is good

rancid lynx
#

i started making "goal" "notes" on twitter.

#

when i sit down at ue4, sometimes im blank about what to do next.

#

so i just check my 4am wake up idea twitter

#

i used to use pencil and paper, it was really fun feeling.. but a hastle, when i want to sleep haha

abstract relic
#

Experience is the bitterest yet the most powerful

exotic thicket
#

I like using the OneNote app in Windows 10 for notes and other quick things

rancid lynx
#

my wife loves that app

exotic thicket
#

It allows just enough formatting and stuff like images to be nice, but not so much that I'd spend all day formatting things lol

rancid lynx
#

oh

tawdry heath
rancid lynx
#

do you have to jack with saving the notes? i dont like trying to fish thought old notes.

#

thats why i just use "wtf was i thinking 2 days ago " twitter

exotic thicket
#

OneNote saves and syncs whatever you put in it automatically

rancid lynx
#

ahh. thats why my wife loves it i guess.

abstract relic
#

Twitter is a place for word diarrhea

exotic thicket
#

@tawdry heath that looks like it should work. Are you sure the problem is in that block and not in Deactivate ADS?

rancid lynx
#

it also doubles as a free auto sync across everything notepad : )

normal burrow
#

On twiter, can i complain about stuff?

rancid lynx
#

not in china

#

lol

exotic thicket
#

I've taken to unfollowing people who bitch and moan too much on twitter :p

abstract relic
#

google drive

tawdry heath
#

ok so I set an animation notify where if it starts to jump it disables ads, that works, but when character jumps then you can ads in the air

exotic thicket
#

because I've noticed most people who do that never actually do anything else so I have no reason to follow them lol

tawdry heath
#

is it possible to set an animation notify for the whole animation?

rancid lynx
#

is there a "if jumping true" node ?

#

i think, that should work.

exotic thicket
#

Before you go into ADS, you could check for the variables, no? Ie. check is jumping and check is in the air

#

There is a "Can Jump" value in Character - you might actually be able to use that

#

I would assume that Can Jump will be false if you have jumped or are in the air, because obviously you can't jump when that happens

#

although you probably should check to make sure it actually works that way, I'm just going based on my assumptions :)

fading vector
#

@abstract relic Do you think it would be smart to use a line trace with a sword?

abstract relic
#

Yes

fading vector
#

Okay

tawdry heath
#

I am confusion

abstract relic
#

You don’t want to use a box collision or similar on moving objects. Unreasonably performance heavy

exotic thicket
#

@tawdry heath yeah, if you don't want to be able to ADS during jumping or while in the air, you would need to check those conditions when the user tries to ADS :)

tawdry heath
#

ok that works, now when my character lands he no longer can ADS

exotic thicket
#

It sounds like one of the booleans maybe did not get reset correctly after landing

#

Maybe try using the Can Jump value from Character instead?

tawdry heath
#

so now I need a "Landed" variable?

exotic thicket
#

I think the Can Jump property should update automatically depending on if the Character is landed or not, so you could just check that instead of having to use several variables to track the state

halcyon flame
#

hey guys just wanted to share a beautiful little bundle of nodes. they rarely fit together this well.

fading vector
#

@abstract relic The reason I'm supposed to use the BPI is so that I don't have to use different variables on each ai/character?

tawdry heath
#

ok everything works but now when my character lands the ADS no longer works

abstract relic
#

More so you don’t need to cast to every possible actor that may be able to receive damage. Instead, you’re telling it to check if the affected actor has the interface and running whatever function you set up for it

fading vector
#

Oh, because casting is expensive right?