#ue4-general

1 messages Β· Page 642 of 1

abstract relic
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No

fading vector
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oh

exotic thicket
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It's kind of interesting how much people talk about interfaces interfaces interfaces here :)

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I never realized that a lot of people don't necessarily know about that concept

abstract relic
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Imagine you wanted to be able to damage a tree, dog, alien, etc

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You’d have to use each of their cast node to check if you hit one of them

fading vector
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Ohh

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I see

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Thats pretty helpful

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I only have 1 ai enemy atm

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so I didn't think to much about it

exotic thicket
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Depending on your architecture you might not always need interfaces

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For example, if you have a BaseEnemy class and your enemies all inherit from it

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but a lot of the time, using a base class constrains you too much if you have different types of things

abstract relic
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Understandable. Making your functions as modular as possible will help with readability and reduce time reproducing identical logic

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And there’s always making parent classes as zomg said

exotic thicket
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I think the good thing with interfaces is that they're very flexible

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Let's say you started with an interface... you can very easily move into a base class later, the interface will still work just fine

fading vector
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@abstract relic I'm confused, in the example on the video

exotic thicket
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but if you start with a base class and want to use interfaces it probably requires more work :)

fading vector
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He cast to the character anyway

abstract relic
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I’m not behind your eyeballs. What video 😜

fading vector
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Oh wait

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I think its to update something outside of the interface

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wait again, no it isn't

abstract relic
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Time stamp?

fading vector
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3:!5

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15*

grim ore
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That casting part is just to update the UI widget

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You will notice the interface event is being called on a generic actor, the one overlapped, and not specifically any class

fading vector
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The man himself

tawdry heath
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@grim ore are you Mathew Wadstein on YouTube?

abstract relic
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Was waiting for that 😜

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Couldn’t even set up a betting pool yet crypto

normal burrow
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hahaha

fading vector
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xD

grim ore
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@tawdry heath yepper

tawdry heath
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I love your intros

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I am currently watching one of your videos

grim ore
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And right now im the Mathew wadstein in bed, not on YouTube πŸ˜†

abstract relic
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Potato Mathew, not tomatoes

grim ore
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You say πŸ₯” I say πŸ… Same thing

fading vector
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xD

manic burrow
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could someone help me with this. I have a camera sequence and a level i want to render out to .avi. But whenever i render it out i get only the stars and no camera movement, Also when I import it to after effects it says "this files has no alpha channel" or something along those lines. Here are the render settings

fading vector
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@abstract relic Should I linetrace with my AI too?

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or just character?

normal burrow
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you can do either crypto

fading vector
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Well linetrace is sorta hard to setup

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atm mine is not working

fading vector
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@abstract relic Can I use the Apply damage (built-in) with a blueprint interface?

exotic thicket
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Is setting ticking actors to During Physics actually more performant than having them tick at Pre Physics (which appears to be the default)? Just curious since it seems that there's really no actual reason to have them tick at During Physics unless there's some advantage like that

green gorge
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Can someone help me understand for what "DefaultAnimCurveCompressionSettings" could be responsible for? I keep getting an error related to it, as it is Editor only, but I cannot find anything in my project related to it

normal burrow
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try asking the question to the general public crypto

fading vector
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How difficult would it be to have my character swing the weapon he has towards the mouse cursor?

fathom glade
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can you add a force downwards to a mesh with collision without simulating physics? Either in CPP or BP?

exotic thicket
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afaik forces are handled by the physics system, so if you want to do that, you would have to roll your own

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for basic forces it shouldn't really be too hard, effectively you would have to calculate how much your velocity changes per tick based on the amount of forces applied, and then run any effects like reduce velocity by some drag amount, and apply the velocity

fathom glade
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I just want a mesh to fall, I'm trying to do it in multiplayer but it lags too much when I try to simulate physics at all. So I'm trying to do it some other way.

exotic thicket
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from what I understand those sorta things can be a little bit tricky to sync yeah

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a super simple way to do what you want would be to for example set a boolean "fallinng" to true, and then on each tick move the object down deltatime * fallspeed (define fallspeed yourself), and stop it if it collides with something

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it may or may not work the way you want it though since detecting when it should no longer fall may be a bit tricky

tawdry heath
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oh nvm I got it

thorny coral
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GTA V but on a 5$ budget

tawdry heath
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don't worry about it

thorny coral
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ik jk, looks great tho

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what is it supposed to be btw?

tawdry heath
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a zombie game

thorny coral
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ah ok

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hey btw have you had any trouble with porting projects from 4.22 to 4.24?

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or opening them in 4.24

tawdry heath
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I did not update versions ever since I started my project

thorny coral
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then the map is just a black screen

grim ore
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remove the . and - from the project folder

thorny coral
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really?

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thats all i have to do?

grim ore
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and the spaces if you want to be correct as well

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I have no idea if that is the issue but when you make project folders it tells you not to use . or - or space

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and that can all cause issues (it might think that .24 - 2 is the file extension for example)

thorny coral
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ah

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also one more thing

exotic thicket
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Please don't tell me UE developers have rolled their own broken filesystem functions to determine what's the file part and what isn't... :D

thorny coral
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by default 4.24 creates projects on my desktop

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aka my main hard drive which is kinda filled up atm

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is there anyway to change the file destination?

grim ore
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when you create the project it asks you where to put it, its the left part of the dialogue box with the right being the project name

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I beleive after you set it once it will remember it

thorny coral
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ah ok, cuz when it asked me to copy the 4.22 project of my game for 4.24 there was no option like that

grim ore
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no when it copies it should put it side by side, the option is there when you create a new project

thorny coral
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ok i see, i think it would still be more convenient if they gave you the option for changing the destination option when copying a project into UE4 4.24

grim ore
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no argument here, might be a good thing to complain about and get someone to fix πŸ™‚

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more options should help!

thorny coral
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oh um...

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i found out why 4.24 thought the 4.22 project was a asset file...

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there was a...conversion option, and i didnt convert the project for 4.24

halcyon flame
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is it in any way possible for child classes to access macros without needing to convert them to fns or make functions that just call macros?

thorny coral
woeful ingot
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the colors of my cinematic do not match my viewport, the viewport has a lot more saturation, and the cinematic comes out washed. rendering in AVI, not using linear or anything

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how can i fix this?

grim ore
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If using the sky sphere BP rotate your directional light in the scene so it's facing up and then click refresh material on the bp

thorny coral
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ok thanks

round axle
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can someone help?

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i want to import something i made in blender but i cant?

fading vector
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How can I make a delay based on an animations time to finish?

round axle
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noones awnsering there

fading vector
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rip

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Sometimes its that way. What kind of file you importing?

round axle
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fbx?

fading vector
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Whats the output log say?

round axle
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?

brave widget
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Unreal Engine doesn't know what to do with .blend files
You need to export it as FBX (or obj, but FBX is my preference)

round axle
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i did

brave widget
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The output log says your trying to import the blend file. You need to import the FBX file

brave widget
plush yew
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@fading vector How can I make a delay based on an animations time to finish? The answer is yes. Let's work on this together. Who is playing the animation, and what type is the animation? Such as, Is it a montage, like a movie sequence? Or is it an animation being played by a character?

fading vector
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Montage boss, its being played on my main character πŸ™‚

round axle
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@brave widget im importing chest.fbx :/

fading vector
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Need a delay thats accurate because I'm using a do-once

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So I need the animation to finish and then they can repeat the attack

plush yew
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@fading vector Perfect, Where are you playing the animation? In which specific blueprint? Or in C++?

fading vector
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In my characters blueprint

brave widget
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@round axle Try again, triple check what file you're importing and if it fails post what the output log file says again.

plush yew
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@fading vector Excellent, Your montage play has several exits, such as on completed, and on notify end

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pick one, and do your thing

fading vector
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Oh I see what you mean

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Thanks @plush yew πŸ™‚

plush yew
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no problem πŸ™‚

round axle
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Failed to import '../../../../../../Users/Brandon/Documents/Unreal Projects/FirstGame/Content/chest.fbx'. Failed to create asset '/Game/FirstPersonBP/Blueprints/chest'.
Please see Output Log for details. same thing

brave widget
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@round axle Lets move back into #graphics and I'll meet you there

thorny coral
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question

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if i release a pay to download game

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do i have to pay epic games some money for using the engine to make the game?

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i heard something about a publishing fee one time

brave widget
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If you use any Unreal Engine code in your product (even just a little), then your entire product is governed by the Unreal Engine EULA for Publishing, and is subject to 5% royalties when your gross revenues from that product exceed $3,000 per quarter.
Source: https://www.unrealengine.com/en-US/faq

thorny coral
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i need to pay 3000!?!

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even if its like 2.99?...

brave widget
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No, you pay 5% royalty

wheat dirge
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Reading Comprehension FTW!!

thorny coral
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oh

brave widget
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If your profit exceeds $3,000

thorny coral
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ah right

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sorry im kinda tired rn and its like 11:55 PM so sorry if i misunderstood heh

brave widget
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No worries, it happens πŸ˜›

thorny coral
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ye

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also

tawdry heath
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looks very reflective, could u do ray tracing?

thorny coral
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not really a full on expert on this yet lol, this is my first time, i have no idea if UE4 can do that or how to do that

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but if it can, well done epic games πŸ‘

woeful ingot
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can someone tell me how to increase the view distance? my mountains in the back are cutt off by fog for some reason

plush yew
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If I uninstall unreal engine do I lose my projects?

grim ore
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You should not unless you installed them into your engine directory (and even then probably not). The engine install is separate from the projects

plush yew
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Alright thanks

zealous spear
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Hello, I have a fuse box and I want to add the door to it to match the position and even to open and close, can someone help me with it?

exotic thicket
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Oof, how do I do a multilinetrace against things that just overlap...

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it works fine as long as there's something that blocks at the end of the trace... but sometimes there isn't

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if there's nothing blocking, it won't return just the overlapping hits for some bizarre reason and there doesn't seem to be any alternative variation of the function that would return them either...

dim plover
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That doesn't sound right. It should return the overlaps.

exotic thicket
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it detects the overlaps because the debug line shows a green box at the overlapping collider... but if there's nothing that blocks, it won't return anything at all

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WAIT

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I think I just realized what's going on

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I randomly decided to hover over "return value"... and it says it's true if there was a blocking hit

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out of habit from doing singular traces I of course did a branch off that :P

dim plover
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I think that should be true even if it was just an overlap.

exotic thicket
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Yep that was the problem... Gah

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It definitely is false if there's only overlaps

dim plover
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Uhh, maybe they changed how it works in 4.24 or whatever.
I'm in 4.21 and I'm like 90% sure it returns true on overlap.

exotic thicket
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No idea but I definitely expected it to behave the same way as with a "normal" LineTraceByChannel

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Oh well, next time I won't make that assumption :D

dim plover
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UWorld::SweepMultiByObjectType
// object query returns true if any hit is found, not only blocking hit
        return (OutHits.Num() > 0);
exotic thicket
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What file is that in? I'mma check what it does out of curiosity

dim plover
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WorldCollision.cpp

exotic thicket
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Oh right that's in ObjectType, not by Channel

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ObjectType still behaves that way in 4.23 which is what I have

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Good thing you said it though because I don't think I would have checked the return value's description otherwise :P

dim plover
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Hmm... that seems really mindblowingly inconsistent.

exotic thicket
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heh :)

ruby crow
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Having trouble getting one parameter in a material instance be driven by blueprint, and a different one driven by an anim curve. Seems like when I make a dynamic instance of the material and assign it in the constructor, all the parameters of that material stay at 0 except the one I'm modifying in blueprints, causing my anim curve to stop having an effect on the other parameter. The anim curve was working fine until I did this dynamic instance material creation stuff.

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Am I going about this the wrong way? Or maybe having parameters driven by curves isn't compatible with different ones being driven by blueprints?

zealous spear
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I have a image on a widget (main menu widget) and when i start the game it just loads up pixelated for like 3-5 seconds and then is looking as it's supposed to look, what should i do?

heady quartz
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Its loading

zealous spear
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yes but is looking pretty bad to wait a few good seconds and look at a pixelated image

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i am using advanced sessions and i just changed the map when creating the session and the character spawns somewhere on the map, not on the landscape where i want him to be, what should i do to spawn him correctly?

heady quartz
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Personally i create widget in the β€œloading” screen and save it to a variable and then just add it to viewport and remove it from parent when i want

zealous spear
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@heady quartz do you know about sessions too?

heady quartz
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Didn’t make a multiplaye game but you are using widgets so..

zealous spear
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when i create a sessions the game just spawns me somewhere in the world, not where i would expect him to be (on the landscape)

heady quartz
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Player start tags ? I have NEVER played with multiplayer so thats all i have πŸ˜…

zealous spear
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and i have NEVER heard of this before :))

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i am still learning some...

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@heady quartz so if i use a player start it works but it spawns me the basic ue4 character, not the one i want

heady quartz
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Default pawn in gamemode

plush yew
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hey

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can i update ue4.24 to latest hot fix via luncher ?

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or i have to down it again ?

normal burrow
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Yes

plush yew
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@normal burrow yes as i have to down it again or just rehash it with luncher ?

normal burrow
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Launcher

daring prairie
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Pls don't kick me out
But how on Earth do you save project files??
ctrl+s only saves certain edits. It does NOT save added materials/meshes/etc.
I learned that the hard way, and it took me way too long to figure that out

plush yew
daring prairie
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Thanks! Didn't know about the shift

plush yew
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I use this shortcut all the time, and it works perfect πŸ™‚

daring prairie
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Ugh, wish I knew it earlier!
I was always spamming ctrl+s and eventually the editor would crash
I'd lose hours of work each time and couldn't figure out why
Until I noticed a popup on the bottom right asking me to "update project files" ugh

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Seriously, thanks!

plush yew
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@daring prairie ctrl+shift+s Is a shortcut for virtually any Windows editor/software. It works in Notepad++, Visual Studio, etc.

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This shortcut is not used only in unreal

daring prairie
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😐

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Guess you learn something every day
I just used f5 in VS

zealous spear
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so i have SETTINGS in my game and i wanted to set them to low and then when i pressed apply my game just freeze and stopped responding... when i switched to play as selected viewport and pressed play the engine just freeze, what should i do?

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i see that after deleting the PlayerGraphics.sav file works but what do you expect again when i will se them to low?

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oh guess what, i have a slider thing that resets my fps to 0 and that's why my game is just unplayable even after restart

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so i should make this thing min fps, 15

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not 0

plain tinsel
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How can I make a drag drop operation not end after clicking any button on the mouse? I'm trying to make it so you can right click while dragging but it keeps ending the drag drop operation

zealous spear
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ok so the problem is not that

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when i apply low, medium, high or epic settings it just freeze

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i have no idea....

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the problem could be that I am not doing it while the project is packed but... i am just thinking, it should've worked even in the ending

plush yew
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Anyone know how to do good facial animations in UE4, PM me please

crystal ruin
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@plush yew as far as i can tell tou have to make your own on blender or other but if anyone knows better i am happy to hear it too

plush yew
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@crystal ruin yer same, I am using Iclone 7 at the moment

crystal ruin
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guys i have q in epic unreal marketplace there are couple of free characters ! can we use them in our game with no copyrights or what exactly!

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what is iclone 7 tho

plush yew
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I is a software by reallusion, for animations

crystal ruin
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i see thx

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but i wish there are animtions for sale

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ready for characters

plush yew
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Try Maxiamo

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Import them into UE4 then just map them to your current character

crystal ruin
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but you will need same face rigg as whats in maxiamo ?

plush yew
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Look it up

crystal ruin
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i am talking about face ani9mtions

plush yew
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Oh

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For face animations Iclone 7 is quite good

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But you need to buy like 5 other software to be able to actually import it into UE4

crystal ruin
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i never used it tbh its first time i hear of it

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wtf

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what are they

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cant u just import from blender to iclone then export to unreal ?

plush yew
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I dont use blender, but can u export FBX?

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Out of it?

crystal ruin
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yes

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bruh

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blender is gold

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maya 3d max all of these

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are over run by blender

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its free

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easy

plush yew
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@crystal ruin Are blender experts automatically rigged for animation?

crystal ruin
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nope u have to do it all by yourself

plush yew
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Okay well when you have rigged it, you can import into into Iclone7 via FBX file

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I would also recommend a partnered software with Iclone7 called Character Creator 3

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And you have to get a software called 3dXchange7 to be able to import it into UE4

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But with all those software combined, Reallusion (the company) give you a free UE4 live link plugin

dense imp
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there is a possibility to implement voice chat even without Steam

frank escarp
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blender supports fbx but badly

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next week unreal engine is doing an stream about it

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and they are teasing a new specific ue4 plugin to export stuff from blender to ue4 easily

exotic thicket
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Oh? A new UE thing for Blender? That sounds pretty nice, there's a couple things in there that are a bit of a pain even for a noob like me lol

hasty osprey
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This may not be the appropriate place to ask but a quick question about modding, I have a particle effects Uasset and Uexp that comes from a game. Question is, is it possible to edit the particle effects lifetime, color and such by means of a hex editor?

fierce tulip
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@hallow sparrow yo buddy.
Made sure nothing is inverted? or has weird quads with verts that might cause macro-overlaps?

crystal ruin
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can somone help me

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i have character with clothes

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do i have to wight paint the clothes in blender first?

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then export the character to unreal ?

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i just need somone to explain to me how to do clothes sim

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i watched videos but they are old i cant even find cloth tools

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your object are overlaping

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this should help

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how to activate clothe tool???

fierce tulip
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@ebon linden did you manually place 4800 corn cobs?

crystal ruin
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your issue is overlapping i am not xpert but search overlaping issues u will know

fierce tulip
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and you didnt check the video thorrough, as it gives you all the info you need to fix lighmap errors

crystal ruin
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what clothes plugin ?

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i just have character and i need to make her clothes sim but i saw videos they are not helping

fierce tulip
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<_< that only works if uv0 has no mirrored, no self-overlapping uv islands

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it does not magically generate the uv's, it just uses uv0 to rearrange the uv-islands

crystal ruin
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cannn somoneee pleasaaeee tell me how to activate clothing paint tool!

harsh tiger
plush yew
crystal ruin
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thanks but i find it it was so stupid

harsh tiger
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note: im doing this in a EUW

fierce tulip
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what did you miss?

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@crystal ruin

novel mauve
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Hello everyone, I want to make annotation in 3d for annotating actors in gameplay, i want the annotation with line drawn like this image.

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i want to draw lines in 3d with text floating like this.

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i can make a text floating but the underline i wonder what is the best way to achieve results like this ?

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putting in mind that i might be scaling the actors and i want this text shoulder to snap to the target as it scales up without scaling the text

midnight root
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Iv'e posted about this on ue forums about CUDA not showing up on task manager under performance >3d graph, its just not there, so is the CUDA sdk required for this so I get get a boost on light builds with gpulightmass OR is my gtx 950 2gb which yes I know is showing age for sometime, not sufficient for this ?

harsh tiger
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@novel mauve could you make a widget and attach it to the actors in the scene that displays the info?

novel mauve
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@harsh tiger i have multiple objects in the scene and i want all of them to be called out like this, do you mean make that widget and attach it as a component for each actor ?

harsh tiger
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its situational, ideally you would have 1 bp thats a master and have the widget in there and then feed info into the widgets from the childs. depends on how many different types of actors you have

novel mauve
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yeah i did that, all childs are derived from the same blueprint, and yes i can make the text takes the info from the variables created from the BP,
My question is : How can i make a widget to draw lines like this one, and it's always facing the camera, and has fixed text scale over the screen?

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@harsh tiger i don't want the text and it's shoulder to get bigger as i move close to the actor, i want them to be with fixed size no matter how close or far from the actor during gameplay.

exotic thicket
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You can probably overlay that on the player HUD and to draw the lines you'd draw lines on the HUD, but you'd need to find the screen coordinates for the actors

brittle gulch
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Hi there, if I scale a static mesh by -1 in, let's say, the X axis, will it mess up the materials with inverted normals and such?

plush yew
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Which is better for ai, pawn sensing or behavior tree?

teal tulip
#

Wat

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That's total different things don't?

lapis vine
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Well, you can make only sensing I guess. Or only tree.

tender flume
#

Material quality level, what are the differences?

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Do they improve performance by setting to low?

lapis vine
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Most likely. Try? If you don't notice difference, why bother even?

plush yew
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Does anyone know if you can use pawn sensing to enable blackboard entries?

crystal ruin
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I made clothes sim i painted the clothes and it did simulate the clothes but not the clothes mesh itself my character have skirt i painted the skirt and it did it but the skirt still stiff! and clipp witht he body !

lapis vine
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That's hardly a skirt, but anyway - clothes collisions require tweaks and investigation. See what works for yourself.

novel mauve
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@exotic thicket yeah i probably gonna try that, thanks

crystal ruin
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@lapis vine LOL TECHNCHLY IT IS A SKIRT

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caps

fierce tulip
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technically its a loincloth

calm widget
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Anyone got a clue about this one?

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Getting that when i add a normal to my material, other normals are working fine, i used same method to make this one as every other one, it has the same import settings and size

fierce tulip
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using too many samplers

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click on the texture samples in the material and set them to shared wrap

calm widget
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Ok thanks

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Needless to say i'm not working on optimization. Just yet : )

primal furnace
#

Is there a way to change "Jump Max Count" on a character in blueprint?

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I guess there are many workarounds, but I was wondering.

fierce tulip
lament saddle
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I've noticed that too

heady saddle
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@primal furnace yes, i think it's inherited from CharacterMovement but in the default ThirdPersonCharacter bp there's a Jump Max Count property you can set

zealous spear
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how do i set players random spawn location on advanced sessions?

real iron
#

lol Luos, call some priest, do exorcism!

fierce tulip
#

ikr

primal furnace
#

@heady saddle I meant during gameplay, but thanks anyway! As mentioned, I simply used a workaround for that one.

marsh swallow
#

does UE4 have a function to check is the number is even or odd?

thick herald
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@fierce tulip not seeing it on mine

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@marsh swallow yarp can't recall what it's called though, just divide by 2 and check for a remainder... modus? or the other one..

fierce tulip
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might be the node plugin

heady saddle
marsh swallow
thick herald
primal furnace
#

@heady saddle You're right it's totally there, how did I miss it?! Thanks mate!

chrome moss
#

How can I see the input level (Voice Chat) in UE4?

brittle gulch
#

Hi guys, I reiterate my question cause it got lost.
If I scale a static mesh by -1 will I have problems with inverted normals?

grim ore
#

have you tried it?

lapis vine
#

That's... innovative πŸ‘

past flicker
dense gate
#

Shape trace, but it's kinda the same idea

#

Last Bounce, Bounce and the Branch aren't needed, I've added them for a case where there's bounces too frequently

#

The rest of the BP is what you need

#

Should work with line and shape traces alike

#

"Projectile Hit" is the function I call when the trace hits something

scarlet knoll
#

Hey can anyone reccomend any good books for beginners on ue4 and blue prints?

thick herald
#

Most books will be out of date pretty quickly. Video tutorials are usually more uptodate, but your mileage may vary πŸ™‚

thorny coral
#

and how do i fix it

worthy flame
#

anyone know a site with free particles i need to test out

fierce tulip
#

I dont know of websites with free particles you need to test

worthy flame
#

thanks

rotund scroll
#

has anyone worked with changing the sizes of collision components at runtime?

past flicker
#

@dense gate thanks for that, I might not have explained the context well, we are trying to get it to be a trajectory that draws on click to predict the bullet path and where it will bounce to before the rocket goes off. What's the best practice for this?

thick herald
#

πŸ˜„ @fierce tulip

#

Just show your humour isn't wasted

dense gate
#

I essentially have a "parabol generator" that draws simple meshes based on approximation of where a projectile would go

thick herald
#

Damn. Thought you made a parable generator. Disappointed. πŸ˜„

dense gate
#

It emulates a projectile's path (hardcoded inside the BP tho) and then draws a procedural mesh based on where it would end up

normal burrow
#

you should use don instead

dense gate
normal burrow
#

prefer Don over that for loop

dense gate
#

Tbh I wanted to do it myself so I can customize the BP in case anything needed changing

brittle gulch
#

@grim ore Sorry for the late response, I did try it (put a scale of -1 for a static mesh). I don't see any problems so far, but I'm afraid that later on problems might come on my way.
I mean, is it something people usually do?

dense gate
#

Plus it runs smoothly, keeping in mind I spawn one of such actor every tick to generate it

normal burrow
#

yeah, i just meant for the one node. looks good

dense gate
#

If you need to simulate ricochets in the "targeting", just make a reflection based on normal

#

And trace lines from the middle of the targeting

#

The targeting generates the curved cross, you run traces in the middle

normal burrow
#

how hard does frame rate dip when you do that

#

that line looks very smooth

dense gate
#

On a laptop i7 @ 2.9 Ghz and a Radeon GPU that's a bit faster than a GT 440

#

Actually it doesn't dip

#

There's no noticeable difference

#

Goes from ~40 fps to ~39.5

#

And that's kinda margin of error

#

What helps to make it not dip is the "tickrate" variable

#

Essentially, it emulates tick delay, I've left it at 0.016

#

Or, how the server would calculate the projectile at a tickrate of 66.6 TPS

plush yew
#

Hello everyone. I made a little game for android and i want to release it to play store but I have 1 problem.
I cant implement interstitial or reward ads.. In the UE4 documentation there is no much about it. I wonder if someone already did that and can help me?
Thank you

manic burrow
#

is it possible to switch this? my directional light is coming from the south but it wont light the scene, when ever its coming from a different angle it wont match up with the shadows from the scan and looks trash

novel parcel
#

Guys

#

im having some trouble with one of my textures and i cant figure it out

#

not sure if this is the place to ask

#

thats my screen from painter

#

but when i import into UE4 and connect to the correct slots

#

it looks blown out like white washed

midnight bloom
#

Hi everyone, I'm seeking advices. I'm a programmer in a small team made of other developers, designers and artists and we have troubles working together. We are using perforce for versioning and due to that, we can't modify maps efficiently as files are checked out and locked. That's the first problem, how do you handle that? Is the way we use perforce wrong?
Second problem is assets. Artists replace the placeholders with their actual props but it is really tedious to do that in each map for the same props. Should have we used a blueprint for each prop so that once a mesh is replaced in the blueprint, it's replaced everywhere? Is that even a good practice?
In advance, thank you

grim ore
#

Is the lighting in your UE4 scene exactly like the lighting in your Painter scene? @novel parcel

novel parcel
#

No not really buddy, but i have tested some diffrent lighting situations it is not that, if you notice in the second image the diffrence between the texture once its in the slate

#

its like its automaticly applying some gamma or something

abstract relic
#

Use level streaming Charles. Think of them as layers but for levels

midnight bloom
#

thanks but I don't think that will help, our levels are essentially just apartments of 4-5 rooms

#

but maybe I'm wrong? How do you suggest we use that?

grim ore
#

@novel parcel ok so the next thing is to see if the SRGB is checked in the texture itself (double click the texture in the browser and see if it's checked)

abstract relic
#

Again, you can use them like layers. You give a layer to each team member so they can check out on the repo

novel parcel
#

yea it should be SRGB right mate for a color texture

abstract relic
#

That way you all can work on the same map. You just need to merge the layer once you’re done working on the scene in final production

midnight bloom
#

oh I see

grim ore
#

so is it checked or not?

midnight bloom
#

so that will definitely help, thank you!

craggy flax
#

So I know this is a forever-debated question but when should I rely on C++ over blueprints as far as industry practices go

abstract relic
#

Use both

craggy flax
#

right

#

but when should C++ be used over blueprints

grim ore
#

it answers the layers quetion, it answers the C++/BP question

craggy flax
#

πŸ‘

rotund scroll
#

generally you can segment it as BP for design, cpp for programming

grim ore
#

its a real studio using real ue4 in a real production answering real questions

craggy flax
#

will watch, thanks @grim ore

rotund scroll
#

but it's also dependent on a lot of factors

#

performance, mostly

abstract relic
#

You forget bp for fast iteration

grim ore
#

it's also about ^^

rotund scroll
#

well yeah but that's in the domain of the designer, still

#

BP prototype > fast iterations > hard code into cpp

grim ore
#

the Gearbox video goes thru alot of their stuff and they showcase their custom BP systems they created and talk about how they segregate code etc. etc.

#

they don't hard code a ton of the design/interaction stuff, they leave it in BP

#

basically if it's not performance required they left is in BP

#

I really really hope people who have the Cpp/bp question watch the video and understand it's not "code it all in C++ or you are gonna have a bad game"

rotund scroll
#

I agree

abstract relic
#

Just tools for the trade

rotund scroll
#

it's always good to follow the mantra of: make it work, make it neat, make it fast... in that order

grim ore
#

when you have a legit AAA studio like gearbox being asked "do you use naming conventions or a naming guide" and they just shrug and go "yeah we have one but we don't always use it" maybe people will just think of making a game and getting it done lol

rotund scroll
#

team size increases complexity

#

is one thing people don't really understand

#

so for bigger teams you need more rigid structures

grim ore
#

yep they touch on that in the video basically by creating asset auditing tools in engine to assist. ID the problem, figure out a tool to assist with the problem, move on

abstract relic
#

You need people who know how to work in a team 😜

rotund scroll
#

it's more complex than that

grim ore
#

meh

#

more tools is always the answer!

green gorge
#

Hi everyone, I've posted yesterday regarding this issue. Can someone please help me? Here's my forum post: https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1716125-dedicated-server-crashes-on-source-engine

grim ore
#

they use collections in a great way, their audits are all collections and then they run tests on the collections for audit purposes and spit out reports for fixing stuffs

rotund scroll
#

for instance people hate stuff like reading documentation, but documentation is a necessary part of the process. so how do you ensure people will read the documentation to the point where it's understandable?

grim ore
#

never thought of using collections like that but they are developer facing and make it easy

abstract relic
#

I just find it’s the point where failure occurs most often. And the most fundamental

rotund scroll
#

well if we abstract it and say communication in general I agree

grim ore
#

@green gorge I think you are looking at the wrong issue. A warning should not crash the engine, the actual assertion is your problem

green gorge
#

Nope, that's the issue right there, but thank you for trying to help

#

I just cannot wrap my head around it, why it fails on different projects and different engine versions?

#

There's only one hit on google regarding this issue and it has not been answered, so I can only assume the person removed everything ue4 related and fucked off

rotund scroll
#

@grim ore is there a tickbox on collision components that allows them to generate sweep results?

grim ore
#

@green gorge if it fails on different engine versions and projects perhaps its your build target files or the targets you are using in VS itself when building your your server?

green gorge
#

@grim ore Server targets are simple with nothing else added, I copied over the editor target and changed editor to server, but I don't think that is causing this

grim ore
#

well there is no followup, doesn't mean it was not solved

#

and that would indicate it's not something specific to 4.24 as that would be an earlier version

#

which means its a user error more than likely with their setup

#

I can say I have never had that issue pop up over the last few years with source builds following the instructions for building dedicated servers which is why I was trying to see which process you are using

green gorge
#

But that's so so weird. I don't understand why it's failing, it seems so stupid

#

Clean built source engine, clean built example project and it still fails

grim ore
#

if you look at the source code for the file that is failing there is editor only data define around part of the code

#

IE if you are making an editor build it will include that and if not it will not

#

which makes me curious if you are building out an editor build on accident somehow

green gorge
#

Yep, but there's nothing editor related in the "project" itself

grim ore
#

doesnt matter its an engine file that is failing

green gorge
#

I'm just opening the project in VS2019 and selecting Development Server on Win64, that's it. It builds fine and when I try to launch it fails

restive coral
#

Ok, so got a question

#

Which license should i choose?

grim ore
#

@green gorge I am assuming you compiled the game itself and packaged/cooked all content before building the server?

fierce tulip
#

drivers license

restive coral
#

@fierce tulip Ok, thanks on my way

thick herald
#

Alcohol License. Don't drink n drive though.

restive coral
#

@fierce tulip Will I be informed about the Engine properly?

abstract relic
#

Government issue license if you don’t have the privilege of driving

thick herald
#

I've got a Tank license, not much use in civvi street but there ya go.

abstract relic
#

You’ll need to ask the car dealer or manufacturer about the engine

normal burrow
#

I hear passports work as well as drivers licenses in most places

abstract relic
#

That’s true. Pretty much a universal id

restive coral
#

How about my McDonalds GoldCard?

normal burrow
#

Come october, we'll all need real id to fly 😨

rotund scroll
#

for domestic flights?

normal burrow
#

well Americans, yes

abstract relic
#

Just move to a less insane country

brave widget
#

Yeah, not looking forward to going to the DMV to "upgrade" my license 🀦

normal burrow
#

Apparently, not all dmv's have cameras. protip

brave widget
#

wtf πŸ˜• How... what... πŸ˜‚ How does that work exactly? πŸ€”

plush yew
#

Kinda brain stuck these days

normal burrow
#

"We don't have cameras, sorry go to the other dmv" (Some just do plates and tag renewals)

plush yew
#

Don't know how to make a external weapon inventory without using a component

abstract relic
#

DMV: the even shitter one

normal burrow
#

MVD or DMV, that is the question

brave widget
#

Oh, like my state. One of the offices isn't really a DMV, for some stupid reason, they separate the offices

normal burrow
#

yeah new mexico privatizes their dmv's

brave widget
#

And they claim its for convenience >.>

thick herald
abstract relic
#

Out of context question got a out of context answer

normal burrow
#

yeah, plus its semi relevant some how

grim ore
#

I know the feeling i have to get my real id this year and passport so double whammy

normal burrow
#

yeah me as well

#

getting those passport photos soon

grim ore
#

doing mine all at the USPS so I can make sure the photos are correct and it's all processed properly I hope

abstract relic
#

That’s the way to go

grim ore
#

$150 bones tho for normal slow processing is.... not nice

#

ah well it is what it is if I want to fly around the world doing stupid stuff

normal burrow
#

much more than license yeah

restive coral
#

Ok, so their asking me if I want a Publishing License (under GAMES) or a Creators License (NON-GAMES), for getting UE4, which I already used years before, but now getting back to it. I think I just want to make some stupid little games for myself and some non-monetized VR-tech demos [now], so I dont see me making money with those, but since I still want to make "Games" NON-GAMES feels a little akward to choose...?

grim ore
#

Where is it asking you for this?

abstract relic
#

Uh

#

What?

restive coral
#

Sorry I love throwing questions in just out of context

abstract relic
restive coral
#

So...?

brave widget
#

Pretty sure you don't need to worry about any of that until/unless you are getting ready to publish your game/product to the public and make money >$3,000/per quarter

restive coral
abstract relic
#

One is just so you have access to the financial report forms

restive coral
abstract relic
lament saddle
#

If you have to ask, you're not a Custom Games License or an Enterprise user.

grim ore
#

i dont think it does anything it's just a "hey here is your info"

restive coral
#

ThereΒ΄re literally two different licenses

lament saddle
#

Just get the Games one

restive coral
#

Which did you get?

abstract relic
#

Again. No difference in access

lament saddle
#

Idk, I just downloaded the engine through the epic launcher.

normal burrow
#

Don't take my understanding on it as true, but i believe the enterprise is just udn?

#

gives you access to the secret society

abstract relic
#

It’s just for reporting if you’re monetizing

grim ore
#

that's a trip since there is really only one license for the engine for general use thru the launcher lol

#

because if you select creators then sell your content it's not like you don't owe them money

#

"I agree to the other license, you can't make me pay you I never said I was a gamer!!"

abstract relic
#

Basically a, β€œare you selling?” check box

restive coral
#

Really? So confusing

#

So, I get a Creators license I guess...

abstract relic
#

Are you selling? Yes or no

#

Simple as that

restive coral
#

It can be as simple as you want, if your dumb like me, it says literally nothing.

cloud cobalt
#

Are you selling games for people to buy and download

restive coral
#

@cloud cobalt Thanks for asking, solved it

#

Anyways, is it just me or did the launcjer become incredibly slower?

tawdry heath
#

hey guys I am changing my sky spehere but nothing is happening

smoky sonnet
#

hey i have a question and i hope somebody may help me. I want to program a android game where you need to take a photo with your phone camera. After you took the photo you can draw something on it and i want to track the lines he draw with little markers in a txt file or something like this. So is it even possible in ue4 to take pictures with your phone and work with it?

tawdry heath
#

That sounds hard

#

well for me it's light years away with the skill I have

smoky sonnet
#

really is it that hard i will explain it with more details to hear your oppinion

fierce tulip
#

Issa means they lack the knowledge atm

smoky sonnet
#
-game starts
-user clicks on button "Take a Photo"
-He takes a photo of idk a bottle
-Then the user needs to touch smth on the picture for example the left bottom of the bottle
-I want to save this touch event in an file
-i Want to get the idk x and y coordinates of his touch on the picture idk if this is even possible
#

does anybody know if this is possible with ue4?

#

or should i use some other engine or programming language?

tawdry heath
#

I think C++ would work

smoky sonnet
#

with ue4 this isnt possible?

#

does it have smth like a camera feauture?

#

i mean with blueprints of course

#

sorry i didnt mentioned that

tawdry heath
#

maybe Visual Studio will be the better option

lament saddle
#

Image processing isn't UE4's forte afaik...

tawdry heath
#

I have never used Visual Studio but I believe it is used to create programs, websites, web services, and mobile apps. You can use C++ with it

fierce tulip
#

that part is possible. the rest relies on your c++ and blueprint knowledge

tawdry heath
#

so you talking about a game camera or real life?

smoky sonnet
#

reallife

#

user takes a photo of his bottle in his room or smth like this and presses on smth on the picture and i want to save this touch event coordinates

#

to idk display a dog on this coordinates

#

for example

maiden swift
#

@restive coral If you're making games, regardless of monetization, you want the Publishing License.

fierce tulip
#

should be easy enough to get x/y of screen

tawdry heath
heady moon
#

Creator's license is for Open Source contributors

tawdry heath
thick herald
#

I think it's a picture. Could be wrong though.

tawdry heath
#

πŸ™‚ What should I add? Change the sky?

#

I think I should make it feel like it's the morning

cloud cobalt
#

#work-in-progress

tawdry heath
#

but whatever reason I can't change the sky and the color

#

why is that?

restive coral
#

@maiden swift can I change my chosen license afterwards?

heady moon
#

@restive coral I know you're not asking me but, you choose your license when you publish your game. And I'd rather go for the publishing license since it's only 5% of your earnings while the other license will require you to contact epic games, do some agreements, and a lot of hassle etc.

restive coral
#

So "setting" my license while downloading is worthless

heady moon
#

Basically if you're an individual freelancer or working in a small company, publishing license is for you πŸ™‚

#

Yes

cloud cobalt
#

The default is publishing, no need to sweat it

dawn hedge
#

guys i have a bunch of textures for grass, but when i add a jpg it only shows the outline, and when i add a png it is invisibe heres some screenshots to show what i mean

heady moon
#

^

dawn hedge
#

jpg

restive coral
#

Ok, wow too much confusion, for little dumb me, theyΒ΄ve changed so much

dawn hedge
#

and on png its just ivisible

maiden swift
#

The license page is just there to raise awareness of the licensing options available. You're not really committing to the license you pick: just learning about how your use case works.

heady moon
#

Exactly

#

I've been watching a course but I didn't catch up with that the tutor said. Can anybody explain atleast with one word about what each one of these Booleans do?

fading vector
#

I've got a sliding animation that I want to loop based on speed, would this be similar to the jump animation in the state machine from sidescroller game?

dawn gull
#

Hi, sorry if I am interrupting, but I am following this tutorial:
https://www.youtube.com/watch?v=pwtKcDA-RTI
I finished but I can't move the character at all. The inputs do nothing. I have checked the commenta and done what they say, but it still won't work. I am willing to get in a screenshare call or get in a TeamViewer call

This is my solution for scripting nice feeling Jet like movement in Unreal Engine 4.

β–Ά Play video
plush yew
#

@fading vector Sure, you just have to change your condition

fading vector
#

@plush yew I'm trying to use the jump and its 3 parts, start, loop, and end. I created similar parts for my slide animation.

summer zealot
#

Anyone knows good practice how can I achieve these - I have train. I need train doors to open when train is at station. I know how to do it. Proble mis to figure out right rotation.

#

I was trying to move doors depending from socket location, to what it's attached

#

but it donst oppen right

#

it goes sideways etc.

plush yew
#

So you want to rotate the door around a point/socket, won't you?

dawn gull
#

@ancient lotus Hi I am that guy Bub from a long time ago can you help me with my question

plush yew
#

@dawn gull Does he message log say anything?

dawn gull
#

nope

plush yew
#

*the

dawn gull
#

it doesnt say anything

plush yew
#

Have you tried to do all the stuff for a second time?

dawn gull
#

yes

plush yew
#

It's similar to what happened to me with animations

dawn gull
#

?

plush yew
#

Did everything for 5 times but it didn't work

#

*I did

dawn gull
#

oof

plush yew
#

There's the possibility that you can't follow the tutorial correctly with the newest ue4 version

summer zealot
#

@plush yew I want doors to go always sideways. Train can stop facing any direction

plush yew
#

The video is three years old

#

@summer zealot without any rotation?

#

Similar to shopping mall doors?

fading vector
#

@plush yew Could you lend me a hand with this animation process? I'm fairly new to it all, and its a bit to get my head around xD

plush yew
#

It's a pleasure

fading vector
#

Much appreciated πŸ™‚

#

However, I'm not sure on how to trigger the slide

#

I have an input action

#

the transition rule part is what is mostly confusing me

plush yew
#

So the problem is that you can't set up correctly the input as a condition on the transition rule?

fading vector
#

I think thats where my issue is

#

Looks like that

#

But obviously sliding isn't in air

plush yew
#

You have followed a tutorial on YouTube, haven't you

fading vector
#

I've seen some, but none that directly cover this

heady moon
#

@dawn gull usually older versions of unreal engine aren't similar to to new versions

fading vector
#

If you have one in mind, I am totally fine with a tutorial on youtube

plush yew
heady moon
#

this is a new course

#

1 month ago

fading vector
#

I'll give it a watch, thanks πŸ˜„

dawn gull
#

yeah but the comments have resolutions for newer versions and I did those but it didnt work

plush yew
#

Interesting

heady moon
#

idk then

plush yew
#

yeah but the comments have resolutions for newer versions and I did those but it didnt work
@dawn gull try to recreate a movement system similar to the first person character template but without physics.

dawn gull
#

uhhhhhhhh could you help me with that

#

I'm kinda noob

plush yew
#

It's 12 o' clock in my country and I have to go to school tomorrow, but I suggest you this video https://youtu.be/0mgm16ki8zM

In today's episode we take a look at how we can setup the true first person camera by converting the third person camera to first person, giving us a realistic look and feel to our FPS game.

We also take a look at setting up our project and adding the animation starter pack ...

β–Ά Play video
#

Nono

dawn gull
#

wait but im trying to make a ship why do I need first person controls

plush yew
#

Sorry I was confused

dawn gull
#

ah ok

plush yew
#

I never made some spaceship controls so I'm afraid to say some idiocies

dawn gull
#

o o f

plush yew
#

Tomorrow I'll do some research

dawn gull
#

k

heady moon
#

What exactly do you want to put in the controls?

#

do note that I am a beginner aswell but I can lend you some code

dawn gull
#

ok

#

ummm

#

I have a roll

#

thrust

#

turn and lookup

plush yew
#

what is the best way to put clothes on the character and put on physics?

dawn gull
#

I can show you the code in a call or something

heady moon
#

ok ima send two attachments

#

one from the code in the c++ file and header file

dawn gull
#

I am using BP 😦

heady moon
#

ahhh

fading vector
#

@plush yew So that helped a good lot

#

I do have a question tho

heady moon
#

maybe there is some familiarity between BP and C++? Show me your Blueprints @dawn gull

dawn gull
#

ok

heady moon
#

Currently im not coding the thrust but im coding the rotation

#

so lemme see the rotation

dawn gull
#

its the first one at the bottom

heady moon
#

ok

#

ill look at my code then look at ur bps

dawn gull
heady moon
#

for me velocity is 600 degrees

#

could u try increasing the degrees of rotation?

#

if it didn't work put it back to 20

#

*rotation velocity

#

@dawn gull did you try it and did it work?

plush yew
#

what is the best way to put clothes on the character and put on physics?

abstract relic
#

Marvelous Designer is a good tool for that

fading vector
#

Hey High tide

#

Quick q

#

Instead of just using a linetrace for my sword

#

which I got working

#

could I not use that with a box collision attached to the sword for more precision?

#

I could also use the out hit - hit actor to check and make sure they pulled the same actor?

fading vector
#

Well, I do have a reason for more than extra precision.

#

The sword swings

#

and I want to draw blood where it hits

#

as well as have the sound play on hit

#

not on linetrace hit

abstract relic
#

Line trace would be the most precise

fading vector
#

Linetrace is just a line tho?

abstract relic
#

Make a set of them along the blade

fading vector
#

Oh thats what you mean

abstract relic
#

You can use box collision if you wish. Just know that it is performance heavy and will not as precise in comparison. Whether it’s precise enough is up to you

fading vector
#

You're right

#

I never thought to put linetrace on my sword

#

It's just a 2.5d game so extreme precision isn't needed but some precision is

fading vector
#

Is there a way to line trace multiple targets without having to use the LineTraceByChannel multiple times?

abstract relic
fading vector
#

ty

abstract relic
#

Not sure if that's what you wanted

fading vector
#

Well I made several boxs for my sword

#

to cast the linetrace

#

but I figured there was some code I could use to not have to call the linetrace for each 1

#

I have this for the location, could I maybe do some sort of array for all my boxes?

#

Maybe I'm going about this all wrong

grim ore
#

if you want multiple traces you would have to call them uniquely yep unless you want 1 trace with multiple hits

fading vector
#

@grim ore I have a sword, its 2.5d game, how would you suggest getting the collision on another actor?

grim ore
#

overlap won't work?

fading vector
#

overlap could work, but I thought a linetrace was more precise.

#

not that I need high precision, but at least some.

grim ore
#

each has their uses, I dont know how your attack is being done

fading vector
#

I plan to draw blood where the actor is hit

grim ore
#

collision has contact points

fading vector
#

How my attack works left click -> play character animation -> line trace -> actor hit -> damage that actor

grim ore
#

I dont think I understand how a line trace would be good for that? are you like tracing along the edge of the sword and seeing if it hit something?

fading vector
#

Atm, there is no line trace

#

Since it was a 2.5d game I just had it cast out from the character

#

but now that I want to draw blood that doesn't work

grim ore
#

so before you would play animation, cast forward to see if something was in range, and damage it?

fading vector
#

Yup

grim ore
#

and now you want to show blood but at the spot that is hit and not a generic splurt

fading vector
#

Correct

#

I also want to add gore such as decapitation

#

I also want to add a way to aim said sword with the mouse cursor

#

but thats all a different project

grim ore
#

I think traditionally you could use a collision object on the weapon and when it overlaps another object you would do something. Using collision objects you can get contact points so you could see exactly where on the enemy you collided with it's collider and spawn a particle effect there if you wanted. You could have unique colliders on the enemy (head,arms,etc) if you wanted to make it easy to see where they are hit for example

fading vector
#

The colliders in different spots would be necessary for dismemberment as well

plush yew
#

@fading vector Take a look at the action RPG template from epic marketplace. How they handle it there

grim ore
plush yew
#

they are using animation notifies states with begin and end and they enable query collision on the capsule around the weapon

grim ore
#

the basic answer is lots of custom checking heh

fading vector
#

xD

#

I'll take a look at both of those

grim ore
#

the action rpg is good to pick apart for the basics but it's a pain in the ass to reuse for most people due to the gameplay abilities being used for a ton of stuff

plush yew
#

@fading vector I was surprised to learn the approach they took in the action RPG template for weapon hit, but I'm glad I took the time to study it πŸ™‚

fading vector
#

Hopefully I can get my head around it

#

Im about a week into this

grim ore
#

the annoying thing for me was I was using it to research animations and all of that stuff is basically handled in montages (fine) triggered from the GA system (not fine lol)

fading vector
#

Hmm

#

Animations trip me up a lot lol

grim ore
#

yep they will and there are multiple ways of doing them for the same goal lol

plush yew
#

@grim ore One of the best learning experiences I have had in recent memory was converting the blueprints from pretty much all the systems in the action RPG templates to C++, and I learned amazing things such as how to do animation notifies in C++, or how to create a decorator in C++, etc. etc., I get giddy just remembering πŸ˜„

grim ore
#

just got to find one that you want and make it work

fading vector
#

Yeah, I'm constantly asking in here about animated related things. Luckily I found a tool online that fixes almost all the mixamo animations so those atleast work now.

dim plover
#

Can anim notifies from C++ be done on the skeleton level like they are in BPs?

plush yew
#

@dim plover I apologize, I don't understand what do you mean by skeleton level. They can be applied on your animation track sure

dim plover
#

Normally when you create a BP one, it creates it for that skeleton. So only animations bound that skeleton can call that notify.
Whereas the ones I did in C++, they can be accessed by all skeletons/animations.

plush yew
#

@dim plover I never use blueprints, I do everything in C++ for any unreal system, so I don't know how animation notifies for blueprints work. But for sure the animation notifies I made in C++ work perfectly for what I need πŸ™‚

dawn gull
#

@heady moon ill try in the morning

summer zealot
#

@plush yew they should move side ways, like subway doors.

wind magnet
#

Hi All,
Can anybody guide me Where can I ask about render realtime raytracing ?

plush yew
#

@wind magnet there is #graphics , Maybe you can try there...

wind magnet
#

@plush yew Tks you !!

exotic thicket
#

You know the one thing I miss from Unity... the Enabled checkbox :P Especially as I'm prototyping a buncha stuff, being able to quickly just turn some stuff off would be super handy

#

Instead I have to delete or move things, and then half of the time when I try to undo it doesn't because there's some rule like "if you save the level then you can't undo this completely unrelated operation!"

#

(I can work around these but this is just one of those weird things that annoy me with UE lol)

abstract relic
#

... like the Hidden in game option?

exotic thicket
#

That just hides it, I don't think it turns it off?

south dagger
#

Pretty sure the enabled checkbox also disables ticking and stuff

#

And even initialization

exotic thicket
#

Really... then it's named extremely confusingly :P

south dagger
#

No, I mean in Unity

#

It was in response to high tide

exotic thicket
#

Ahh,

#

yeah the Enabled checkbox in Unity in effect just makes it as if the object doesn't exist at all

abstract relic
#

Give it a whirl

exotic thicket
#

nah it just disables the rendering

#

it refuses to even start play mode unless I save the map so basically it makes undo completely useless...

south dagger
#

It doesn't force you to save for PIE, just for the standalone play mode

exotic thicket
#

Ah, that's it :)

#

I was using PIE, but I had the use same process disabled because I had been testing some multiplayer stuff

#

Okay at least that problem is solved lol

#

(but it's still super bizarre that saving would kill undo)

south dagger
#

Yeah, it's kinda odd, but the lack of an enable checkbox is also kinda weird, you can disable ticking for the object, but it will still call begin play and will still render

exotic thicket
#

Yeah

#

I recall someone here said that the enabled property in unity is a sort of a "helper" in that it does a few things to turn stuff off for you

#

I guess if you really wanted you could do an editor plugin or something that adds a similar checkbox :)

thin tendon
#

Anyone had any success with localisation? When I try to compile my translations it just keeps closing ue4 down

plush yew
#

@thin tendon What does the call stack say? Like the method or line number in the class?

thin tendon
#

I didn't get any errors or anything it just closed. But oddly restarting my pc fixed it.

fading vector
#

Hey @plush yew

plush yew
#

@fading vector Hi

fading vector
#

Do you know how I could make my camera not rotate with a ball. The ball has physics on and I want it to roll.

plush yew
#

It's in the camera settings attached to your character blueprint

#

one sec

fading vector
#

oh cool thanks πŸ˜›

plush yew
#

@fading vector I basically never use blueprints, sometimes I'm surprised at myself I know some answers like this πŸ™‚

fading vector
#

Wait, do I attach the camera to the spring arm?

#

xD

plush yew
#

It's really up to you, but the recommended approach is yes, at least based on unreal design patterns, as far as I know

#

but usually my characters are humanoids

fading vector
#

I'm working on a couple projects

#

This one is a puzzle game for mobile

plush yew
#

not sure what the recommended approach is with the ball

fading vector
#

seems okay that way, plays pretty well

plush yew
#

I learned some stuff just by studying the templates that unreal engine comes with

#

but again, I do all my logic in C++, so blueprints really not my thing ...

fading vector
#

Same, I learned a lot of animation stuff through them

#

I watched tutorials for blueprints

plush yew
#

Of course, I use blueprints as very basic Object templates, but that's about it

fading vector
#

I do have another question

#

What would you suggest for the movement on a ball?

plush yew
#

sure, go ahead

fading vector
#

Such as Add Impulse

plush yew
#

I apologize, I don't understand your question

fading vector
#

No worries, maybe this makes more sense

#

I'm just prototyping atm

plush yew
#

I also never used physics before, so I cannot say much about it, my thing is Western RPG game design systems, Such as fancy conversations, questing, tactical combat...

fading vector
#

Ohhh, I see

#

Well the physics will be pretty basic, impulse seems a bit wonky tho lol

plush yew
#

Don't have an opinion about it either way, never used it

fading vector
#

I gotcha, I think its working now

#

Add force feels better

normal burrow
#

impulse isn't for that

fading vector
#

Yeah, I'm just kinda messing with it

#

I started a game from blank

normal burrow
#

add force is meant to be called every frame

fading vector
#

I thought so haha

normal burrow
#

so if you want to do a punch to something like impulse would, you should do it over multiple frames with add force

fading vector
#

I'll use impulse with like a spring board

normal burrow
#

impulse is not more than just adding to velocity

fading vector
#

So @normal burrow What's your suggestion for checking to see if the player/ball is in the air?

#

Since I have a blank game, I dont have the is falling stuff

normal burrow
#

you will get notifications of when you collide into things

#

to check if your in the air would be more a question fo checking that your not on a ground

fading vector
#

So use a collision with a bool and set it true or false based on where the ball is?

normal burrow
#

depends on your definition of in air

#

if in air means not colliding with anything that would work

fading vector
#

I mean that would work, and sounds pretty simple

#

It's just a 2.5d ball game

#

Nothing crazy

normal burrow
#

woudln't get stuck into the thought cycle of how simple something is and effort

fading vector
#

Yeah I gotcha

sullen wraith
#

I'm really wanting to create a political map like EU4, almost no tutorials for this out there, would someone be able to teach me? or give tips

exotic thicket
#

I would imagine it could be done using a flat plane with polygons used to define each area of the map

#

or something along those lines

plush yew
#

And you can also create procedural meshes from vertices, so you can basically have different countries layout that changes based on territorial win/loss.

exotic thicket
#

I wish there was an "Inspect Element" for games lol

plush yew
#

And apply different materials, slightly increase the size when the mouse hovers over, and so on @sullen wraith

exotic thicket
#

fire up Hearts of Iron 4, right click, inspect element

#

lol

sullen wraith
#

so in terms of actually making the world for example

#

how would i seperate countries/states?

plush yew
#

I already mentioned, it's all procedural mesh with vertices that change position, therefore carve a different polygon visually

#

it's all just triangles πŸ™‚

sullen wraith
#

im not quite sure what that is

#

is there already a mesh for this?

plush yew
#

Look into procedural mesh, it's very simple to create a polygon from multiple vertices of different coordinates

#

I do it in C++ though

sullen wraith
#

will look

exotic thicket
#

It kind of depends what you wanna do... If the areas of the map can't change owners, or if the owner gets the entire area immediately, you could probably model it pretty easily via a couple of static meshes too

#

but yeah if you need something where it's a bit more dynamic in terms of how the visuals and ownership changes, then adludum's thing is probably the way to go

sullen wraith
#

like you can take over other countries, and their colour changes

#

just want a 3d world map like europa, empire war etc etc

plush yew
#

@sullen wraith To get you going, should you need, I can give you my C++ class I use for procedural mesh, I usually use it to create triggers of different shapes in my levels at runtime, but you can study the class to understand how it works. It's not really my class, I learned it from somewhere long ago, I just don't remember from where πŸ™‚

sullen wraith
#

I only use blueprint personally, probably would just confuse me more

fading vector
exotic thicket
#

You can right click the force pin and split it to individual X/Y/Z values

fading vector
#

Oh sweet ty

exotic thicket
#

there is also a make vector node :)

fading vector
#

ah, this works tho πŸ˜›

thorny perch
#

I saw that one can split workload on many computers for building lightmaps via swarm, but are there more tasks I could split up on other computers?

#

have a main box I do most work on and a renderbox with a RTX-card and threadripper I wanna use a bit more

fading vector
#

I have this bit of code and it doesn't seem to be working. Would this not set this to false anytime it overlaps literally anything?

exotic thicket
#

Anything the sphere is set to overlap with

plush yew
#

so im getting a infinite loop error, how kind of unreal. Issue is that I want a infinite loop that spawns tiles and removes them after i'm through them

cloud cobalt
#

Infinite loops cannot work

plush yew
#

Hmm

cloud cobalt
#

If you have an infinite loop, it means you will never update input or render the game

plush yew
#

Well im trying to make a infinite runner game, did i probably mess something up?

#

ah

#

probably messed something up

#

Ill go check everything, ty

cloud cobalt
#

The mess-up here is the loop part

fading vector
#

Is there a way to check if a collision collides with anything at all?

cloud cobalt
#

@plush yew Just make the inner part of the loop a process to run on the Tick event

fading vector
#

Let me explain a bit more

#

So I have a ball, when this ball is in the air I want a certain bool set false.

#

However this only checks for the one I set it to.

#

nvm figured it out

#

Quick q, is there a way to have my collisions be the same exact size as the object/actor etc?

timber minnow
#

Hi everyone, does anyone knows if it's possible to update the tiled heightmap in world composition ?
instead of deleting all the scene and re creating evrything from scratch with the updated heightmap

thin tendon
#

Does anyone know how larger companies handle localisation? I'm already seeing a flaw in Unreals dashboard system. In that you can't translate anything that wasn't stored before runtime as a text variable. So for example a float being printed to a healthbar won't translate.

plush yew
#

@thin tendon Here in China I've seen KismetInternationalizationLibrary being used along with SetCurrentLanguageAndLocale. I don't extensively use it, because I don't speak Chinese πŸ™‚

thin tendon
#

@plush yew thanks mate. Looks like I might finally have to use some c++ on this project

plush yew
#

@thin tendon It may work from blueprints, I don't know for sure though because I never use blueprints, only C++. But try from blueprints first, see if it works πŸ™‚

thin tendon
rain venture
#

is it normal if unreal engine suddenly starts lagging like crazy after stopping the gameplay test?

#

does using t.maxfps 60 has to do with it?

ember quest
#

The light is leaking through the wall in 1 of my levels, I increased lightmap resolution(that helped in other map where I had similar issue), checked the mesh but there isn't anything that should cause anything like this, what else could be issue?

sudden agate
#

too thin walls

#

bad lightmap uvs

ember quest
#

@sudden agate I've done quite big padding, what more can I do

honest vale
#

show a pic

cursive kraken
#

trying to understand quixel licensing; can one make commercial game using megascan content without any subscriptions to quixel? (assuming using Unreal Engine of course)

dusky inlet
#

Yes

cursive kraken
#

ok and it's not limited only to the megascan packages found through the epic marketplace?

dusky inlet
#

Correct

cursive kraken
#

thank you very much @dusky inlet πŸ‘

dusky inlet
#

No problem

cursive kraken
#

yeah feels unreal πŸ₯ to have access to such high quality content and not having to pay anyone

dusky inlet
#

Yup epic games really knows how to win the favour of their clients. It's great that they play the long game. too many companies sit on their cash doing nothing with it

cursive kraken
#

indeed

cloud cobalt
#

Well you do have to pay someone

#

It's just Epic instead as part of the cut

dusky inlet
#

Yeah true. But it's not more than before so it's at no additional cost to commercial ue4 Devs

cloud cobalt
#

Not saying the Quixel deal isn't good for us πŸ™‚

dusky inlet
#

I know don't worry

plush yew
#

It's a valid Nash equilibrium strategy for Epic: "if you win I win, if you don't, no biggy" πŸ˜„

#

I'm branching into bigger entities and I need them to spawn attached actors at certain points on themselves. Are there components that let me mark a certain point as a "spawn" point for my actors? Like, a turret on the hull of a ship.

#

oh, "child actor"

#

hmmm, that's not quite right. I just need a component with a vector so I can spawn the actor at that location. I guess I could convert my static mesh to a skeletal mesh and use socket locations. I could also use arrow components

uncut vigil
#

@plush yew you can use sockets on static meshes and empty bones on skeletal meshes

plush yew
#

@uncut vigil Wow thanks I didn't know static meshes even had sockets. That's exactly what I needed

uncut vigil
#

Only static meshes have sockets afaik

#

I just add point helpers as needed

plush yew
#

skeletal meshes have sockets thats where I use them

uncut vigil
#

And link them to bones

#

Hmmm

#

Thats right, i was thinking of sockets imported straight from the dcc software

sullen wraith
uncut vigil
thick rapids
uncut vigil
#

@thick rapids greater / less than?

thick rapids
valid vale
#

@thick rapids this is a character BP script is jumb when player is running

thick rapids
#

But on the jumping part it does not say what i should add

valid vale
#

Can you set Inputs

#

Ok I see

thick rapids
#

Sorry. I feel kinda stupid. Just started jusing ue4. the blueprints in the picture without any name above

#

I have no idea how i find them

valid vale
#

That's problems with that you don't found reference of character movement or

exotic thicket
#

those are greater than nodes, type a > and they will show up

thick rapids
#

Thank you. Found it

uncut vigil
#

thats exactly what I said, really!? 😦

thick rapids
#

yeh sorry. but did not know how to search for it πŸ˜…

#

πŸ˜…

#

did not pop up with greater or less than

exotic thicket
#

in general you can usually type what you see to find them, some of the other math or comparison related operators show up with =, + etc.

uncut vigil
#

just type greater, yeah

thick rapids
#

ahhh

valid vale
#

@thick rapids you need character movement ref. Drag and a search for < or > you solve your problem

thick rapids
#

Thanks for the help all😊

plush yew
#

thank god for auto save

blissful trail
#

how do u do that ?

plush yew
#

\Saved\Logs\ Can you share the logs from your project path plus saved plus logs @blissful trail

cloud cobalt
#

Open your project in Visual Studio, compile, give us the Output Log window content

blissful trail
valid vale
#

@blissful trail open your project folder manually open .sln file in visual studio and Compile

blissful trail
#

wheres that located ?

valid vale
#

Documents/Unreal Engine / projectname

blissful trail
#

i think im missing some files

valid vale
#

Yeh

heady moon
#

probably

valid vale
#

Right click on .uproject and generate visual studio files

blissful trail
#

i rly dont wanna loose this project i litterally spent 8h straight on it

heady moon
#

u can copy the code u did on it and put it on another project, unless u also used Blueprint thats another problem 🀷

blissful trail
#

its mainly all bp

heady moon
#

Oh

blissful trail
#

i was just importing steam multiplayer

heady moon
#

ahh i see

valid vale
#

Open your build.cs and check

heady moon
#

Does anybody know if custom animations are possible with C++ or Blueprints?

blissful trail
zealous spear
#

@heady moon bp for sure

heady moon
#

oh ok

plush yew
#

is there an easy way to transfer all the code to a new project

heady moon
#

yes, copy the project GWpieJajaja