#ue4-general

1 messages · Page 644 of 1

normal burrow
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but its lame that it works that way imo. assume there are lots of complications with partial pure calls

plush yew
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Hi

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I can start something acceptable with the following system? It will run ue 4? I3 2nd gen, gt710 2gb, 8gb ram?

marsh swallow
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So this is interesting. I have been playing subsurface and masked options, but nothing seems to work. This is 2 sided foliage and its got a shadow/lighting issue? I have been messing around with tons of options but cant seem to find something solid.

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material

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what its looking like in the world

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any ideas why i might be coming across this?

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If i put the material in unlit mode it looks the way i would expect

tawdry heath
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Hey guys is there a website similar to itch.io but the file size limit is above 1gb?

marsh swallow
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you can upload more

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you just have to use Butler

tawdry heath
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wait what

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is that for web browser uploads?

marsh swallow
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yeah and you can request more

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also.... i found the issue but im wondering what the repercussions are?

abstract relic
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How else do you think people upload their game jam submissions

marsh swallow
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Tangent Space Normal had to be unchecked

tawdry heath
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my game unzipped is 4.5 GB, do you think they will accept it?

abstract relic
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Are you sending it unzipped

tawdry heath
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I don't think I can

abstract relic
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Then they don’t care

tawdry heath
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ok zipped is 2.5 GB

marsh swallow
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i think you need to request it

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then you still have to use butler

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if you have used Steam or Discord then you can use butler

tawdry heath
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when I package my file in unreal engine do I package it for windows?

heavy anchor
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@deep vortex What did you block me for? i was trying to get your help

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@deep vortex hope your having a good day

marsh swallow
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Just so you know... if he blocked you, hes not going to get tagged. lol

abstract relic
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Happy first message of the year

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Your last one was over a year ago

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🎊

marsh swallow
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before it was very black in random spots on the foliage itself. The fix was Tangent Normals needed unchecked.

tawdry heath
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@marsh swallow isn't butler used when updating the game? I need to upload my game to begin with so do I still use butler?

summer zealot
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@plush yew is it available inBP too?

marsh swallow
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anything over 1GB must be uploaded by Butler

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anything over 1GB must be uploaded by Butler

plush yew
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@summer zealot Yes, absolutely, any Kismet libraries is for blueprints focused. 🙂

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Kismet is the legacy name for blueprints in unreal engine 3, the previous version of visual scripting

abstract relic
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Kismet? Only the greybeards know of this

manic pawn
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I don't get why they didn't just find&replace all kismet to blueprint

hallow shell
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hi! i am using the free plugin good sky and was trying to change the material dependig on the directional light.
using material attributes is a good way to blend them together. but i can't get it to work properly.
i have made a timeline for fade in and fade out. the problem is that it should work with other time scales too.
and it also should work for any actor with a tag or class etc.
any ideas?

worn sparrow
tawdry heath
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hey guys I accidentally deleted my sky sphere and saved the file and restarted then realized I had deleted it. How can I get it back?

worn sparrow
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@tawdry heath

tawdry heath
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yes it doesn't show

worn sparrow
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enable editor content

plush yew
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how do I put clothes on the character?

tawdry heath
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how do I enable that?

worn sparrow
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one sec, image thinggy isnt workingh

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view options>show engine content

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can find it manually in the engine content and plug-in folders#

tawdry heath
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sorry where did you right click

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oh I see

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it's still not there when I search for it

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I found it thank you

plush yew
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Can someone help me? My character keeps running into stuff

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well

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my door

worn sparrow
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@plush yew hey dude, can you give us an example?

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is it AI?

plush yew
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its pawn sensing

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@worn sparrow

worn sparrow
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Im not an AI guy and only done basic nav mesh movement, not sense or eqs haha
is the nav mesh (P to visualise) going through the door instead of detecting it?
What makes this door unique compared to the geometry in your scene which your ai obeys?

#gameplay-ai section if you haven't

fluid ore
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@grim ore thanks for helping me with my weird spawning problems where the mesh split from the capsule. My problem came from spawning in a constructor :/

fiery field
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any way to get a GPU to compile shaders instead of the CPU. Compiling shaders takes a really long time on a 6000 series Intel processor

drowsy kite
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Hello,
I have question, I want to use reflection sphere , to give some reflection on eye, But I want the reflection to only works on some shaders not all of them.
kind of filtering out the shader on which i want reflection sphere to work.

plush yew
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I've got a vehicle that clips through the world, how can I set collision up so that that doesn't happen? It's got a complex shape so a simple capsule or box won't work, I'm gonna need multiple components

fiery field
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about how long should it take to compile 3K shaders?

random hawk
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depends on your processor

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if you have 1 core it will take some time....

fiery field
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4core/8thread

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but how long does it take for you to compile and what is your processor?

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Mine takes about 4min 15sec to compile 3k shaders

random hawk
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eh I haven't compiled a lot of shaders lately, only the engine itself

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that doesn't sound too bad : )

fiery field
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I think that the earlier shaders took more time

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do some shades take longer to compile than others/

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?

random hawk
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i would imagine so depending on their complexity

weary basalt
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Has anyone used AsyncLoadAsset from blueprint?

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Wonder if there are any specific prerequisites to using this. Works fine in Editor build. Packaged build, doesnt work at all for some reason.

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The SoftObject Ref resolves fine.

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Just want to know if ive completely overlooked a step or something...

fiery field
normal burrow
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@weary basalt the cast is synchronous

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Does it never complete?

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It’s likely not packing the asset

fiery field
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do you know what I need to do to fix it?

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got to go to bed now, sucks, but I may need to do the whole thing over, I didn't think I would need to zip my files before I close ue4 every time. It was working before I shut it down, try and re-open and this happens. not fun

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just found solution

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mv .\BattleTank\Content\BattleGround.umap .\BattleTank\Content\BattleGround.umap_old basically deleting it

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that is not the umap, just points to it

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then

weary basalt
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@normal burrow It completes. It just returns nothing.

fiery field
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File >> Validate Data

normal burrow
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Probably not being packed

dim plover
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DevilsD, no error in the logs? Should say something about not being able to find the asset.

fiery field
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then go to Content Browser> Maps > open your maps and got my map back

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oh, mis-understood

weary basalt
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@dim plover Yeah good point i might check that.

fiery field
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correction, you don't need to do that file move like I did, after you pull your map back up, you must go to
settings > project settings > default maps > and re-set your editor startup map and default game map

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then you won't get that error I posted.

weary basalt
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@dim plover @normal burrow You were right, they arent being packaged....

silver compass
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Hi

dim plover
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Where do you assign the path of the SoftObjectPtr/Path?

weary basalt
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In a DataTable.

dim plover
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I assume that would be a BP datatable? If so... that should be marked for cook if the datatable is too.

weary basalt
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Ive defined the directory that the assets are in as Additional though.

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I would have thought that would be enough.

dim plover
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Ive defined the directory that the assets are in as Additional though.
I don't understand what you mean by this.

weary basalt
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Additional asset directories to Cook within packaging settings.

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I have an entry that points to the directory of the SoftObjects that im trying to load.

dim plover
weary basalt
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Im using Pak files though. Apparently according to that links AH post, it only affects non Pak builds.

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Assuming its still the case since it was a few years ago now that it was posted.

dim plover
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Is this for a plugin? I vaguely recall there being some issue with this sort of thing.

weary basalt
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Nope.

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Im wondering if its because they are compressed as well...

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Ill play around with the settings and see if i can work out why they arent being packaged.

dim plover
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Alright, I'm out of guesses anyway. But you shouldn't need to specify the "additional asset directory" if you reference the asset (with SoftObjectPtr/Path for default values) in BPs.

weary basalt
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Thats what i thought, also, the blueprints are directly referenced elsewhere...

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So i would have thought they were already packaged.

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I might not use Pak files and verify they actually are on disc.

plush yew
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Is pawn sensing deprecated in 4.24?

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@plush yew I would consider it so, yes. Use AI Perception instead

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I checked out that project @plush yew its confusing

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I'm sorry to hear that ! 😦

tender flume
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If there are many lights in one building.

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Should they be set to movable or stationary or static?

lapis vine
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@tender flume static likely, but this is not universal answer. You really must get some understanding of what these 3 types mean. Go read a bit.

tender flume
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Wiki?

sudden agate
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Prefer Static over Stationary over moveable

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if your world is static and not too big

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"Open" World should not have Static Lighting, since the baking takes aeons and consumes lots of disk/memory space

plush yew
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@light lintel Double check your translation retargeting settings

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Most of your bones should stay as skeleton But you need to tinker with root and its immediate child in hierarchy, see in my example

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My example is not mixamo related specifically, it's an example of how I solved my retargeting issues between my skeletons I was using in my project, which is not mixamo

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Animation scaled option is usually usefully in these kind of situations like you described. But it may still require some trial and error 🙂

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I have no other idea 😦

tender flume
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I guess it can't all be good huhuhu. Broken animations, looks like i'll have to deal with it and find a way to hide it :p

tender flume
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Some are broken

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But not that broken

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Just that the leg looks a little off-position

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but that's okay huhuhu

brave salmon
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Anyone know how to turn off new 4.24 "feature" in blueprint graph that everytime open a new tab upon double clicking on call function? annoying af

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the reason I never used collapsed nodes. And now even call nodes have the same bug

lament saddle
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I haven't noticed any change in behavior in 4.24... maybe check your Editor Preferences --> Blueprint

brave salmon
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nothing new there

lament saddle
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Yeah what's happening in your video is very strange. Does it happen in a new blank or template project?

brave salmon
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maybe. I rarely work in new projects

spark spade
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Guys did you know you could hold ctrl while opening folders in Content Browser and open several folders at once?

tender flume
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That's good stuff :p

spark spade
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Other way around
in place is the opposite of root motion anims, usually

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in place = no movement, played in place
as opposed to root motion, where it moves your character with the anim

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(it should be noted that you can just turn off root motion for any period of time, and then any root motion anim will work just like in place)
You can do this as a function call on Anim Instance (anim bp), or via Anim Notify Window.

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@light lintel Ok so here's how they are usually set up in anim packs:

- In place: character stands in place. Even if he moves legs, he's on the same spot, as if the floor is moving below him. You want this to keep char without movement OR if you want to move him yourself, via code.
- Root motion: anims which have root motion in them can actually be used 2 ways.
1) Root motion off, changed in anim sequence Details: animation moves char forward, but after the last frame he is glided back to original point, just like you mentioned. Please note that in this mode, only the mesh is moving. Character/Pawn itself always stays at original point, including capsule and other components
2) Root motion on: With the movement of the mesh, his whole Character/Pawn blueprint is moved, including collision capsule etc. They don't return back to original place, so playing e.g. a step animation seven times will move char 7 steps forward, one after another.

Warning: Root Motion overrides SetActorLocation(). If you are in the midst of root motion anim, you can't move char by code until it's finished or until you turn the RM off.

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Warning 2: Root motion that lifts character off the ground will not work properly unless you disable Character Walking mode (In CharacterMovementComponent) and instead use Flying, where there's no gravity to pull him down. This is somewhat a chore to set up, but totally doable. Just listen to the end of anim and then turn Walking mode back on

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Sure. When you select animation sequence, head to Asset Details. Note the Root Motion checkmark here:

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If animation is In Place: checkmark will have no effect
If it's RM:

  • no checkmark will show you preview where char moves during anim and then is returned back.
  • checkmark will show you char in place in preview, but in game this anim will be moving char.
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No, animations with no built-in root motion (in place) will not move char forward nor back at all. Both on preview and in game they will just show char in place.

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(needless to say, RM is something that the animator has to incorporate into anim asset)

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answering your other question, when facing the wall, root motion anim will just move until the wall. It does have collision detection.

If you have RM anim and you want to to be played in place, just use Force Root Lock:

gaunt void
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is there any reliable way to fix those update issues in unreal by now?
i just spent 30minutes again to fix a bug that wasnt there.

spark spade
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just check EnableRootMotion on them. They will not move char in preview, but will in game, assuming they have root motion data. As simple as that.

crystal ruin
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how can i export these textures from uasset. to a normal texture /png/jpeg etc. ... in unreal

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how do i know if they r cooked or not ?

spark spade
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@crystal ruin right click on the asset in Cont Browser -> Asset Actions -> Export

crystal ruin
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yeah i tried it but there is no png or jpeg

spark spade
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Ye it's TGA or smth like that, IIRC. But correct me if I'm wrong, Photoshop or even some online web tools could convert those to PNG no prob

crystal ruin
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yes i did it but its low res 😦 ...

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tmaybe the texures are low res i think

spark spade
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Hm. Not sure if it's because of the tool. Unreal does store full original texture quality.

crystal ruin
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ill try all the formats .. thanks anyways

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btw . there are few textures i cant export ...

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ttheres no export button for them

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sorry i mean option not button ...

tender flume
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It's so fun when you discover how to fix certain bugs lol.

tender flume
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Huh

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Is it by using the one in Mixamo?

thorny perch
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f*ck this, is swarm bugged or something? =/

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tried all I can find that could be causing issues

tender flume
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@light lintel Using the one that's provided in Mixamo.

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There's a model that looks the same as UE4

thick herald
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Terribilis have a free Mixamo to UE4 convertor program 🙂

plush yew
tender flume
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There is actually.

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That converter doesnt really work for my rig

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Y-Bot

thick herald
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it handles renaming of bones etc. It's not perfect, there are known issues. It's a simple process when you follow their guide though.

tender flume
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That's the thing, but you can use that ^

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just that there's issues with it

thick herald
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Yup, some of the IK stuff doesn't transition well but for basic stuff it works well.

tender flume
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That's the thing haha

thick herald
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Can't say for certain either way, man. I've used that converter for several dozen animations and it's worked well for the vast majority of them. It can do bulk conversions too. Certainly worth giving it ago and seeing if it works out for you though seeing as it's free. 🙂

summer zealot
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@plush yew It worked. Thank u so much

atomic onyx
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is 4.24 crashing for anyone else?

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I have a weird use where the editor keeps resizing to fullscreen (like a small shake) and keeps crashing the whole time while 4.23 runs good for me

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what could be the issue??

midnight root
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Dunno about that but ya various issues with 4.24 over on forums at least- did you apply .2 hotfix ...

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Lighting as always is my biggest hurdle,,prob. for everyone

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Especially w/out a mighty RIG 😉

summer zealot
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Anyone knows why I'm not getting an update to 4.24.2? still at 4.24.1

midnight root
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Have you restarted recently

summer zealot
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Yea

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Every day

midnight root
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Ya sorry had to ask

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odd

carmine garnet
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do you like my blueprint

summer zealot
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I even update epic louncher version today, but still nothing

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Probably gonna verify files later. Maybe it will help

midnight root
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Is this on a known working good drive

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ssd most likely so prob. fine

carmine garnet
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dude

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is x forward

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or y forward

manic pawn
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x forward y right

grave nebula
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I disagree

sudden agate
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the default assets in UE have Y forward for some reason

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but UE is X forward

jolly steppe
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I also disagree. I say Z is forward

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and N is right

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:)

cloud cobalt
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It's simple, really. On the GPU, Z is forward (depth), Y is up. On the CPU, X is forward, Z is up.

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There, you can stop debating ❤️

jolly steppe
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wait actually

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Z is forward, -Z is right

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there

cloud cobalt
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I also indent with tabs and align with spaces, as a man of compromise.

manic pawn
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what if we made Y slightly diagonal so X and Y affect each other?

jolly steppe
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if you did that? wouldn't there be an empty area on the other side of where X and Y affect each other?

sudden agate
grave nebula
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spacewars ❤️

tender flume
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Is there any way to resolve memory issues for UE4 terrain?

wary wing
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That's a pretty vague question @tender flume. Can you tell us a bit more about the types of issues you're having? Perhaps screenshot any errors you have?

tender flume
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Uh, I'm sure it's related to my setup that i'm using to develop on.

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840M.

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🐷

wary wing
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That's your graphics chip?

tender flume
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Ya.

wary wing
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So you're having trouble with texture memory?

tender flume
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Yes.

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Texture memory.

wary wing
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@tender flume Have you adjusted your scalability settings?

tender flume
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Scalability hm.

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The resolution?

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I have it on 100.

wary wing
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From the Settings menu

tender flume
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Or does that only affect in-game?

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Because the resolution seems to have an effect only when its in PIE

wary wing
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I don't mean the resolution

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At the top of the viewport there's a "Settings" button

tender flume
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Yes.

wary wing
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Under that there's Scalability

tender flume
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What is that for?

lament saddle
wary wing
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It's like the quality settings you would get in a game

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You can turn things down to make it run better

tender flume
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So it would take effect in studio too?

wary wing
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In the editor?

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Yes

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What do you have it set to now?

tender flume
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Still loading.

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83%

wary wing
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@light lintel That's an animation from a state in your state machine

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@tender flume Huh?

tender flume
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It's loading haha

wary wing
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Ah

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heh

tender flume
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840m club

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I love how they're struggling to load the terrain

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Hahah

frosty bloom
tender flume
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Omahgawd. 2 UE4 projects opened.

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MY GPU IS SUFFERING

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🐷

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I need a PC doctor.

wary wing
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@light lintel It's another animation in the graph. You have to have that animation or it won't be there

tender flume
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Yes. It's fixed.

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Okay scale settings

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Does setting material level to low will help?

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With performance, a bit

wary wing
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@light lintel Just type its name into the right click box

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@tender flume Set everything to low

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Work your way up

tender flume
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But..

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that's potato.

wary wing
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If you're really struggling

tender flume
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🐷

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Then again, i'm running a potato

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so yes.

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0.0000001% resolution scale here i come.

wary wing
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hehe, yeah the potatoness has to match unfortunately

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Leave resolution scale

tender flume
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But that's in engine scalability

wary wing
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Yes but it's probably not your main problem

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Just hit the Low button at the top for everything

thick herald
tender flume
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Rip.

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Okay. Time to go potato mode!

wary wing
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@light lintel It's the first suggestion in that box

tender flume
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Gotta close that Unreal Launcher for extra memory.

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Super noice memory.

wary wing
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Err sorry

tender flume
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👏

wary wing
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The second to last in the top set

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Time remaining (ratio) (ThirdPerson_Jump)

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What's different about it?

tender flume
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You know your GPU loves it when it doesnt make fan screeching noises.

wary wing
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The word "Asset"?

tender flume
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OH YES, THE GPU LIKES POTATO GRAPHICS.

wary wing
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That's just the name of the animation

tender flume
wary wing
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Nice @tender flume 🙂

tender flume
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😉

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My PC is McLovingIt.

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That resolution scale

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👌

wary wing
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@light lintel It looks to me like you're using an animation with a slightly different name

tender flume
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This is what i'm talking about.

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That N64 graphic fidelity.

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4K?

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What's that?

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1080p? What's that?

wary wing
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@tender flume Try putting the resolution scale back to 100 but leave everything else low

tender flume
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👌

wary wing
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You might find it runs ok

tender flume
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Runs 👌

wary wing
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Nice 🙂

tender flume
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Upgraded.

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N64 to Xbox 360

wary wing
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Motion blur is controlled in the Post Process Volume

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Tick it and set its Amount to 0

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Do you have a PostProcessVolume in your level?

tender flume
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I smell lots of optimisations will have to be done while developing.

wary wing
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You'll need one then 🙂

tender flume
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#840MClub

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Lots. Lots. Lots.

wary wing
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@tender flume You could try increasing some of those other settings too, see what your PC can handle

thick herald
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Motion Blur can be turned off in settings, you don't need to add a PP to do that

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same with bloom etc

wary wing
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@light lintel You can control the default value for it in Project Settings

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But bear in mind that's only a default

tender flume
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PP!

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PP!

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👌

slim gazelle
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Just wondering what would be the best tool to use to make diff against Unreal version ?

wary wing
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@slim gazelle Do you mean a diff of the source code of two engine versions?

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@light lintel Yep, that's how that works 🙂

slim gazelle
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Yes

wary wing
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(So long as they share a skeleton)

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@slim gazelle There are a lot of tools available. If you have a source control tool that probably includes a diff tool already. There are also stand-alone options available. Beyond Compare has a good reputation but is paid, kdiff3 is perfectly adequate and is free and open source. Meld is another good free option

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These are for diffing source code as text by the way, not for blueprints etc. If you want to diff BPs the UE4 has the capability to do so

slim gazelle
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Ok great, i'll take a look on that, for now i just took winDiff but kDiff seems a good option too

wary wing
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WinMerge? WinDiff is, like, super old 😄 WinMerge will do a fine job. It's much the same as the ones I mentioned

tender flume
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Runs better after updating some drivers.

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840M lives on.

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👌

wary wing
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Wahoo! Glad to hear it @tender flume 😄

hexed dock
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trying to make sure i understand something. If I create a Media Player object in the editor and drop it in a directory, have I instantiated an object (which will also be instantiated at runtime), or have I actually created a class (with property values), and that class is available for instantiating into an object later?

tender flume
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I'll just to optimise a lot of stuff

hidden aurora
wary birch
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I’d like to make a custom terrain generation using some noise texture, but how can I dynamically kind of bump the mesh up? Should I just put vertices higher one by one?

plush yew
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I can't make hands for my fps game enyone wanna help

tender flume
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@wary wing So the 840m cries at shadow quality.

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There's the issue then

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👏

wary wing
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Yeah that makes sense

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Shadows are performance intensive to render

tender flume
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Will there ever be a day where shadows dont consume a lot

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Haha.

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Maybe,

wary birch
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Probably not 😄

wary wing
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You could use all Static lighting

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You won't get shadows from moving objects, but the shadows you do get will be very cheap 🙂

carmine garnet
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no help came from the elves that day

tender flume
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Huhuhuhu.

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That will do..

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Well, time to bring in the details

plush yew
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I want human hands

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thats it

thick herald
plush yew
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Thanks but I would like non VR hands

#

Hello, are non skeletal animations allowed in UE4? I was trying to import a simple animated cube and if i import it as skeletal mesh it crashes the engine altogether

abstract relic
#

What version of the engine

plush yew
#

4.24.1 and the fbx was made in cinema 4D if that helps

abstract relic
#

Yep. Update to the latest hot fix asap. In the mean time, it crashed because you didn’t assign a material to it before exporting.

plush yew
#

Oh okay i'll try that then. Thank you

tender flume
#

Non vr hands.

#

That, i'm confused already

#

🔫

#

I can hear my GPU crying.

#

It's okay, 840m.

#

We're together in this!

#

🐷

gleaming lotus
#

My vehicle's wheels are spinning too quick, any idea how to slow it down? Changing the Alpha just makes the rotation flicker

thick herald
grim ore
#

6 weeks to GDC, the question is..... do we get .25 final before then?

honest vale
#

I'm guessing after GDC

grim ore
#

I am hoping for pre GDC but without any previews at this point I dunno now 😦

thick herald
#

While I'm keen to see more of the features, I'd settle for more bug fixes and stability first 🙂

grim ore
#

We are due for a nice bug fix only release but 😦

azure shore
#

hey anyone know why almost all physics objects are being broken? everything I spawn in the world with physics just either sits there pinned in one place or shakes around, but my player ragdoll works fine and everything is fine in physics asset windows

#

this is really annoying me because Ive checked and theyre not colliding with anything they shouldnt be, the collisions fine, the hitboxes are fine, I DONT GET IT

grim ore
#

is this map specific? if you spawn that object in a new world (like a new level with just the floor) does it happen?

azure shore
#

was just about to mention, made a new map and it seems to be fine 🤦‍♂️

#

I do tend to have a lot of non-problems

grim ore
#

is it possible something has collision enabled around the objects, like a collider or the sky sphere

vale silo
#

I want 4.24.3 first

azure shore
#

I was thinking that, but in the broken map I only seemed to have mainly just geometry shapes placed

vale silo
#

and updated roadmap

azure shore
#

also that map was making camera lag not work for some reason

vale silo
#

@gleaming narwhal are there any plans for 4.24.3 hotfix ?

normal burrow
#

Would rather 4.25 imho, but yeah I am curious too

thick herald
#

casting is expensive

grim ore
#

hit something and want to interact with it? Ok what is it? A barrel? sure cast to barrel? Its not a barrel uh.. is it a cat? cast to cat. nope not a cat ok cast to uh a door? not a door. fuck how many casts do I need to do

#

or.... hit something and want to interact? use interface and be done

crude vessel
#

@grim ore I watched your video on data assets, I'm still not 100% sure on that vs data tables but it all seems pretty powerful

#

Is there any further reading beyond the ue4 docs?

grim ore
#

data tables are data tables, its a table that stores a ton of data. Great if you want a ton of data in one place. Data assets are interchangeable pieces of data that allow you to create interchangeable pieces

#

the action RPG doc pages has some more info as they use data tables

#

in essence they both do the same thing just differently

#

one nice thing about a data asset is it can have functions on it so you could ask a weapon data asset to calculate it's damage itself

crude vessel
#

So would you say a data asset is less insane than a struct in some cases?

#

As far as storing discrete collection of information ? I guess it is read only?

#

Sorry if I'm being a noob I'm still learning a lot of new things about ue4 and it's a lot to take in. I don't want to get caught up in bad practices of there is a better way.

grim ore
#

a single struct of data and a single data asset can mimic eachother yep but a data asset is an actual asset that exists somewhere in the project while the struct has to be somewhere to exist and hold data

#

and there is no good or bad practices most of the time, you try and use what works for your project

#

All 3 of those things can all accomplish the same thing if your goal was to just store data to use later

crude vessel
#

But what your saying. Makes sense, and I liked your example of adding a new data asset is automatically able to be accounted for, so that's helpful.

#

But being able to store a function sounds super useful, since sometimes my data table info is used with a specific function

tender flume
#

Why is my landscape only showing 1 material?

grim ore
#

if you think of the data asset being useful for a game designer they can go "I want a new sword" and all they have to do is make a new data asset for a weapon, set up the properties on it, and it's done

tender flume
#

I'm confused

plush yew
#

I have a little problem,when I hit the Play Burton the game start with the viewport camera and the first person charcater disappears,how can I solve it and use the character?

crude vessel
#

Yeah that part seemed like a really appealing way to handle stuff like world objects that are similar but have different stats

grim ore
#

@plush yew how is your project set up to use the first person character? did you just drop it in and expect it to work or is this a template that is supposed to be using it?

#

@crude vessel if you check out the recent inside unreal video with gearbox they use data assets for stuff like the sky settings so they can easily just choose which set of data is used for the current sky system on the planet and blop it works. it's useful in that way as it's a single unique set of data you can change out as needed.

night stirrup
#

Does anyone know what's the console command that shows on screen all raw input?

#

its not listed on the commands, but i know it exists

crude vessel
#

Thanks for that into Mathew your videos are often a lifesaver!

#

I'll check out that stream

grim ore
#

you would use the crouch and uncrouch nodes, however you still would need to code animations if you need them

#

then you can hook them up in your anim blueprint similar to the way jumping works. Ask the character movement component if they are crouching and set the variable. Your state machine can transition based on crouching

plush yew
#

@grim ore I've just dropped it expecting it would work,I'm learning so probably I'm missing some simple things

grim ore
#

@light lintel if you use the preview options in the anim graph and check the boolean for is crouched does it play the crouched animation?

#

@plush yew yes, the engine has to know what to use as your character. If you want to use something you dropped in you need to go to the details panel for it, find auto possess, and set it to player 0

plush yew
#

@grim ore Thank you

grim ore
#

that would be changing the default, look at the other window next to it for preview

#

if that is working then that means your animation bp is set up right, it means the issue then is your blueprint is not right

#

so the problem I can see is you have a variable in the player called "is crouched" that you are using for some reason and if it's true you are then trying to crouch

#

for testing remove/unhook the IF and just have it when you press your input it does the crouched node

#

you would have to move it manually over time with a timeline or something similar

#

if you are using an animation BP you can also adjust the time the animation takes to blend

#

yes you can adjust that value over time

maiden swift
#

@grim ore Oh yes. The GDC hype train has left the station.

grim ore
#

you have to enable it on the character that they can crouch

fleet stirrup
#

@grim ore I'm relatively new to Unreal, and I've already found your videos super-helpful. Thank you!

grim ore
#

you would need to adjust your blendspace so it can jump from the crouch, either making special rules and connecting them or just duplicating that part for just crouch -> jump

fleet stirrup
#

"Yup, UE4 Forward axis is +x" -- AnadinX

grim ore
#

If you ask for the forward vector on an object it should return +X

fleet stirrup
#

But ... in every video involving characters, it looks like Y is forward ... visually at least ...

grim ore
#

And Right Vector should be +Y, Up vector should be +Z

fleet stirrup
#

I'm 100% okay with Z being up ... easy to get used to.

#

But, every video I see with character animation, it looks like the character is running toward +Y

grim ore
#

you might be seeing the bones which can have different local rotation

fleet stirrup
grim ore
#

yep the default mannequin is not rotated so its forward is X

#

but in engine, forward is +X

fleet stirrup
#

... confused ... i am .... 🙂

grim ore
#

it's why you have to rotate the mannequin when you drop it into a character so it faces forward lol

normal burrow
#

Olaf

#

It’s weird

#

The viewport things too

grim ore
#

basically your DCC, maya probably in this case, can do whatever you want. When they created it in maya they created it with Y+ forward

normal burrow
#

Front view is down Y

fleet stirrup
#

(actually, in Maya, "Y" is up, Z is forward)

normal burrow
#

My discord is acting funny but yeah maya is left handed

grim ore
#

yep I dunno i don't art, all that matters is the person who made the default mannequin exported it out with Y+ as forward

normal burrow
#

Yeah it’s standard to have to rotate -90 on z for some reason

fleet stirrup
#

So, when it comes to characters, Y is (more or less) forward?

grim ore
#

nope

#

a mesh is a mesh is a mesh, its just something you can see

normal burrow
#

Technically mesh component y is forward

grim ore
#

they could have imported it with Z+ as the forward for animation if they wanted

normal burrow
#

But you use capsule forward in game

grim ore
#

yep what p@t said

normal burrow
#

Our dolphins use z forward cuz capsules

grim ore
#

the "character" class in the game is designed around a capsule that is oriented so X+ is forward

#

if you want your mesh inside the capsule to look right and you use the default manny you have to rotate it so it's facing forward visually

lapis vine
#

Fun!

fleet stirrup
#

ok, my brain is spinning a bit ...

normal burrow
#

Root component Olaf

digital anchor
#

wanna get more confused

#

those makes no sense at all

normal burrow
#

Yeah I alluded to that takain lol

grim ore
#

lemme show you a gif

fleet stirrup
#

So, here's what I understand so far:

#
  1. "If you ask for the forward vector on an object it should return +X"
grim ore
#

correct

#

the first video is what the character looks like running around with the mesh not rotated, with it being used as it was created

#

so it looks ... weird

fleet stirrup
#
  1. the default mannequin and many other rigs, at least in videos, have their noses facing +Y by convention?
grim ore
#

the second one is the character class , the blue arrow is +X forward, and me rotating it from the default which is facing the wrong way (the first gif) to the "correct" way so it looks right

#

#2 is correct and it is just what it is. I think they will fix it when they redo templates

#

this is only odd because the manny is odd. If you were to use Maya, make a character that looks correct facing +X, and imported it into UE4, then dropped it into the "character" class as the mesh it would "look" correct without any other changes

thick herald
#

^was just typing that 🙂

grim ore
#

keep in mind the visual appearance of a mesh is subjective and should fit your project. You might want the "face" part of a mesh to be on the +Z just because they are laying on their back for example

tacit girder
#

anyone have issues with character movement speed? I've increased "max movement speed" and it doesn't seem to increase my characters movement speed lol

abstract relic
#

Consistency is the key though

fleet stirrup
#

ok, i think i get it ... more or less ... +X is true forward in Unreal. But, sometimes you see characters facing +Y just because of how they were set up in a DCC

#

Whew, I can totally buy that 🙂

#

Thanks @grim ore and everyone for clearing that up! It's the kind of thing that trips up Unreal newbies like me 🙂

grim ore
#

@tacit girder where did you change it and is this single or multiplayer?

fleet stirrup
#

(PS. +X forward could be an interesting topic for a WTF video 😉 )

grim ore
#

@fleet stirrup It's a good thing you mention it I can let Epic know that this is something that should be fixed if they replace template. Having honest "wtf is going on" feedback from people learning the engine is good to pass on

tacit girder
#

i figured it out. I changed the max movement speed and the custom speed

abstract relic
#

Wtf is 🍅 would be good too

tacit girder
#

i just needed the default much faster, found it

grim ore
#

you shouldnt have to change the custom speed unless you are using custom movement mode

#

Walking is the default movement mode for the character

tacit girder
#

i increased the max walk speed but it still never moved faster

#

so i tried the custom and it worked, would you recommend another way?

grim ore
#

maybe you change your default movement mode on accident?

abstract relic
#

What movement mode is it on

tacit girder
#

default land is walking

grim ore
#

super duper weird but hey if you got it working 🙂

tacit girder
#

wow weird

#

i changed the custom back, and kept the walk speed change, and it works now lol

#

so oh well, i'll take it

#

thanks for the help

iron stone
#

Question, just built a landscape paint material, done it a ton of times before, but this time the resulting material is simply grey. I've cleared a few tuts to make sure I'm not doing anything stupid. Any ideas?

abstract relic
#

First question would be how many textures does it have

grim ore
#

how many textures do you have damnit... High Tide

iron stone
#

Two, would you like a ss?

grim ore
#

is the material a custom landscape material (like using layer blends and such) or just a normal throw crap on something

iron stone
grim ore
#

and are your layer blend info thingies set up in the landscape thingy?

#

whoo thingies

iron stone
#

Yeah they are assigned.

abstract relic
#

It’s a race

#

Alright

grim ore
#

yeah I am tapping out, it's all yours

abstract relic
#

Delete /intermediate folder and relaunch

#

Shaders will rebuild

iron stone
#

Aight.

#

Thank you 🙂

normal burrow
#

Is weird how much is in that folder

grim ore
#

the material looks good here, I don't think you did anything wrong lol

iron stone
#

Yeah like I said, I'm not really new to the system by any means. Just kinda weird.

serene birch
#

the free content of the month feels underwhelming 😢

iron stone
#

Yeah but they're goin crazy on games too.

#

Damn didn't work.

abstract relic
#

Says the folks with a hoard 😜

iron stone
grim ore
#

oh weird the preview ball is grey

serene birch
#

the landscape preview material doesn't really feed working layer weights

abstract relic
#

Nuke option would be to delete layer and rebuild

serene birch
#

unless you specified some values for the preview 🙂

grim ore
#

oh yeah I normally set the first layer to 1 for the weight

serene birch
#

the landscape materials will not display anything if all the layers are empty!

iron stone
#

Okay I'll trash it and do it that way.

serene birch
#

you don't need to trash it, should be possible to set the preview weight

iron stone
#

Okay yeah it was weight inputs

#

Thank you.

grim ore
#

oh neato

abstract relic
#

The issue is that it won’t show up on landscape yes?

iron stone
#

Yeah, just the resulting grey.

serene birch
#

did you paint one of the layers at least? 😛

iron stone
#

lol yeah, I filled when I started.

#

Much appreciated guys 🙂

grim ore
#

ugh........ Epic... why....

iron stone
#

Epic: Because the alternative is Unity.

abstract relic
#

Delete /intermediate folder Mathew! 😜

grim ore
#

Epic is pulling a Unity right now lol

iron stone
#

xD

normal burrow
#

It works mathew

#

I don’t get it, but it works

grim ore
#

Unity: "Whooo we are changing all of the UI because it's so old". Epic: "Whooo we are changing all of the UI because it's so old"

#

damnit

normal burrow
#

Binaries as well

iron stone
#

Blender: I identify as a borderless tv now.

serene birch
#

it's like buying an old appartment and not noticing that the front is ugly/old so you'll have to pay soon to refresh it 😛

normal burrow
#

They’re keeping slate right?

grim ore
#

slate yes but moving stuff to more like flatter and toolbarier

abstract relic
#

You can throw an corrective image layer on the ui. Photoshop it and they’ll be none the wiser

grim ore
#

ok ugh this has got to stop

#

Blueprints button with an arrow next to it, you click the arrow or button and a drop down shows up

#

Play button with an arrow next to it, you click the arrow and a menu appears or the button is a separate action

#

U N I F O R M I T Y

unreal wasp
#

what are some good courses/tutorials for unreal FX? Cascade or Niagara. Thanks

grim ore
#

maybe we will get the ability to change the buttons at some point. I have never used the Content or Marketplace buttons

abstract relic
#

...there’s a marketplace button?

normal burrow
#

I was surprised zeb and high tide didn’t know of the save all button

abstract relic
#

That’s normal

grim ore
#

ahaha. So the in editor tutorials are not updated to the new layout so they are freaking out when I walk thru them

normal burrow
#

But I’ve not seen a marketplace button

grim ore
#

it's on the main toolbar next to content and settings no?

normal burrow
#

Looking

grim ore
#

you can always try using one of the nodes to set focus and input to the screen

abstract relic
#

Launch on separate viewport will get around that I believe

grim ore
#

ugh.. dont like I want my old modes panel back. Now you can have the landscape mode enabled AND be on the place actors mode at the same time and be completely confused on why you cant select stuff

#

Time to start a petition to save the old UI

abstract relic
#

Bug report: you need a better sales force

grim ore
#

My only hope is I caught this build in the middle of it being worked on and they will fix it before .25 goes live 🙏

smoky sonnet
#

hey i programmed in java and know a bit of object references etc. But am i retarded i dont get it in ue4 with casting pls look at my current problem. [wait a minute need to write it 😅 ]

grim ore
#

if you have not watched, watch it. If you have, watch it again.

smoky sonnet
#

saved the location to get access to it in another blueprint [blueprint of triggerbox]

lapis vine
#

Like how the answer landed before the question 👍

abstract relic
#

Watch the video

grim ore
#

Is that 2nd screenshot the level blueprint? If so you're gonna have a bad time

abstract relic
#

His mind reading is on point today

smoky sonnet
#

in my enemy blueprint i want to set the location of the triggerbox to the location variable of enemy to spawn the actor on this location

#

idk which reference should go in my casting

#

😦

grim ore
#

well i dont know if your location will even help in the first place with it being a relative location and not world location

#

ignoring that what is the first blueprint, where you store the value/property/variable you want to get ?

smoky sonnet
#

my enemytriggerbox blueprint

#

where the enemy should spawn

#

im saving the location of the triggerbox as a marker for the enemy blueprint

grim ore
#

so you have 2 blueprints, one is the enemytrigger blueprint and the other is the enemy bp?

smoky sonnet
#

yes

unkempt hazel
#

does anyone know of similar free projects set up like the Blueprint Examples or Content Examples? Where you walk around and see a bunch of different things you can do like a museum?

grim ore
#

is the enemy in the world in the editor before you hit play or are you making it somehow?

smoky sonnet
#

yes it is placed in the world

grim ore
#

any reason you just don't put it there then?

smoky sonnet
#

what do you mean to put the enemy in the world instead of the triggerbox?

grim ore
#

i asked if you have both blueprints in the world in the editor before you hit play

smoky sonnet
#

no only the triggerbox blueprint

#

sorry

grim ore
#

ok, how are you bringing the enemy into the world?

#

does something spawn it?

smoky sonnet
#

but im not getting access to the location

grim ore
#

so there is one blueprint in the level, your enemy trigger box, that is supposed to spawn enemies?

smoky sonnet
#

yes

grim ore
#

the nav mesh is P not V

#

so the location to spawn them in is part of the enemy trigger blueprint?

#

it looks like you are trying, and trying hard to make something work, but have done no actual learning of how the engine works together. It's good effort but you are just going to be making stuff not work

smoky sonnet
#

yea because i spawn it at the location of the enemytriggerboxblueprint

grim ore
#

I think the main issue is you are trying to get it to use the relative location of the capsule component and not the world location

#

and you can get the entire transform if you want not just the location and plug it in (assuming the spawning location collider you are using is sized/rotated the correct way)

smoky sonnet
#

mhh okay i will try it with the world location but i need to go mahh okay thx anyway ❤️ know any good tutorials to learn about engine?

grim ore
#

in this case you wouldnt need casting in your enemy as you are telling the enemy where to spawn when you spawn it. You just need to use the correct location

smoky sonnet
#

you mean a static value to write "hardcoded" set Location (200/100/50) without a variable?

keen moss
#

is anyone else having issues with 4.24.2 and GPU lightmass not working with skylights? i have a basic new scene with a static skylight in it and when i do a lightbuild it is 100% black?

grim ore
#

Your spawn point is at 100,100,100 in the world. Your spawn point is part of another blueprint and inside the blueprint it's location is 10,10,10 away from the center of that blueprint. The "relative" location is 10,10,10 and the world location is 100,100,100. If you tell something else to show up (spawn) at the relative location it will be completely different than if you told it to spawn at the world location

smoky sonnet
#

oh

#

thx

abstract relic
#

World origin is actor origin when it comes to relative location

stuck chasm
#

Unreal Engine keeps crashing upon launch any fixes?

abstract relic
#

/logs

keen moss
#

@stuck chasm verify the engine install in the epic launcher

serene birch
#

oh right, how do you try GPU lightmass?

#

on 4.24

grim ore
#

crashing on starting the editor or opening a project

stuck chasm
#

i think its because i need to update it

#

updating now

keen moss
#

is anyone else having issues with 4.24.2 and GPU lightmass not working with skylights? i have a basic new scene with a static skylight in it and when i do a lightbuild it is 100% black?

grim ore
#

did you check the forum thread to see if it is a known issue? they mention that skylights need a cubemap to work properly else it will not use any light info (so black)

deep stump
#

When does the new free assets come out for this month?

grim ore
#

This morning

deep stump
#

Whoa. For real?

#

I saw nothing that changed

grim ore
deep stump
#

Nvm there it is

#

Ha thanks

#

Lol

keen moss
#

@grim ore i have not seen anything on the forum about it

grim ore
#

might have better luck in #graphics then as they would be more likely to have used it

edgy halo
#

i have a pawn that gets ragdolled on death, but as soon as its unpossessed, it despawns, how can i keep it ?

grim ore
#

it shouldnt despawn unless you have something doing that

edgy halo
#

hmmm

grim ore
#

do you unpossess on ragdoll? possiblty is it being flung out into the world due to physics now working on it

#

or even I guess falling thru it

edgy halo
#

i mean
if i remove un posess node and kill myself ingame, i see the body flop to the floor, if i then have a delay on 3 seconds to spawn a new pawn for my controller, the old one dissapears (because im not posessing the old one?)

#

removed ragdolling and still same thing

tawdry mesa
#

So, GDC, will be there that thing about Blender "Send to UE4"?

lapis vine
#

Wait for the upcoming stream.

grim ore
#

the stream thursday will be about blender so 2 days

edgy halo
#

@grim ore ugh, my bad, a buddy of mine had implemented an "on unpossess" event, hadnt noticed. thanks 🙂

carmine garnet
#

is this normal?

warped tangle
#

what the hell

#

what's going on there

waxen raven
#

Why....

warped tangle
#

The short answer is no, that's not normal

waxen raven
#

I can't imagine what they're doing in there... but I'm assuming they don't know loops bare minimum.

carmine garnet
#

setting up a bunch of tick events

#

what are loops?

warped tangle
#

whelp

waxen raven
#

What are you trying to do?

warped tangle
#

yeah start there

#

I'm trying to figure out why you would number them

carmine garnet
#

i need constant on events for certain things

#

like raytracing

#

and checking varyables

#

and

waxen raven
#

Ok, there is a way to set up event response

warped tangle
#

I bet like 90% of that stuff can be event based

waxen raven
#

But really, you need the basics first

carmine garnet
#

belive me, i have the basics

waxen raven
#

Easier in this case, to set up the variable, get them and check as you go

carmine garnet
#

what is event responce

waxen raven
#

I do not believe you, but that's because I'm very... very sure we define basics differently. Nothing person,.

#

personal.

warped tangle
#

If you don't know what loops are, then you don't have the basics

carmine garnet
#

okay, maybe i dont have the basics

#

i defenetly dont have the basics

waxen raven
#

It's perfectly understandable.

warped tangle
#

you can essentially have things happen ONLY when an event is triggered

#

by any number of different ways

carmine garnet
#

but i have the non basics

waxen raven
#

But regardless, you can do if checks etc on your values at the start

#

and if it's just yes or no, boolean, otherwise you can just do value checks to guide your logic.

carmine garnet
#

just

waxen raven
#

Not terribly uncommon to say do a bIsDead off the start of logic flow... if true, do nothing

carmine garnet
#

tell me how to use loop node

waxen raven
#

If you're checking values you might not need loops

#

I just assumed loops because of the numbers

warped tangle
#

check out youtube, there are tons of vids about each loop function

carmine garnet
#

okay

waxen raven
#

yeah indeed, wtf is here has a ton of stuff that will carry you far

warped tangle
#

yep

carmine garnet
#

they are for stuff like this

warped tangle
#

ok, so you can run stuff like that on start, then whenever you have an event that changes the value of a bool, update your other bools and whatnot

#

that does not at all need to be done on tick

carmine garnet
#

is there any downside to it?

warped tangle
#

to using tick? yes, it's happening every single frame

#

so it's unnecessary overhead

carmine garnet
#

im using at least 23 custom tick events for just the movement

warped tangle
#

You can do vast majority of things without tick

thorn cipher
#

Hi! quick question, does anybody know how to go back to the last edited blueprint? i don't know exactly how to explain it, similar to what you have any almost any IDE to jump to the previous classes you edited

carmine garnet
#

lol

#

the input actions are right there

grim ore
#

@thorn cipher You can do that in the graph itself at the top left but between separate blueprints no 😦

thorn cipher
#

@grim ore I see, that's a shame, once i start opening many blueprints at the same time i always get lost from where i came when i'm digging down through functions

grim ore
#

yep 😦 there is no breadcrumb or backtrack between separate blueprints or windows

viral sluice
#

Hi all, I'm having problems with a mixamo character + animations. In some animations (like attacking with a sword) the character moves forward a bit (the capsule stays on the same spot though) and when the animation finishes the character is dragged back like he was on a treadmill. How can I fix that?

fading vector
#

How come when I'm just sitting on a floor its adding continuously?

viral sluice
fading vector
#

Yup thats usual

#

Mixamo is broken and you need the root motion

#

I use this

#

But since its not known software download at your own risk

viral sluice
#

Since it's just a little project I'll just set the capsule component rotation to 0,0,0 after each problematic animation. Anyway thanks for the link, I'll save it in case I need it for another project

fading vector
#

np

plush yew
#

Am new to unreal and i just want to know why Unreal is much easier for Third person games / FPS

#

If any1 can give me a clean answer and thanks ❤️

abstract relic
#

define easier

#

and compared to what

plush yew
#

to unity

abstract relic
#

@normal burrow

normal burrow
#

o lord

#

help qbersp

plush yew
#

why 😄

abstract relic
#

my opinion is very coloured 😛

normal burrow
#

Mine as well. lol

#

to put it lightly, you will have 90 percent more of a chance of finishing something in unreal

lilac wedge
#

so my game is only 2d using umgs, is there a way to not calculate the 3D world to reduce package size or is the world not calculated if there are no objects in it? (including shaders, and so on)...

plush yew
#

@normal burrow if you can explain more please

#

Cuz am in unity atm and people recommending unreal 😄

abstract relic
#

from an artist standpoint, unity is laughably lacking in tools

#

oh dear

#

that's really bad

normal burrow
#

at the risk of offending some people that consider unity an option qBersp, i'll say that you are unity's end of the rainbow when you pay for dark theme. the more they can keep developers developing the more subscription money flows into them. They make things utterly easy to prototype and if your unfamiliar with game development you'll be learning how to do most things the wrong way because of their easy documentation over functionality approach on nearly every api.

grim ore
#

to risk offending everyone try them all and figure it out on your own which works best for you.

normal burrow
#

offended

abstract relic
#

banned

normal burrow
#

I used unity for 8 years qbersp. would primarily be speaking of the coding side

#

if its improved within the last 2 years I wouldn't know

lime gull
#

How would I make a mist particle, or mist in general?

grim ore
#

You literally cannot know if UE4 is better for your project or you compared to say Unity or GoDot unless you try all 3. Going based on everyone elses opinions and experience can help but in the end my dev process is different than everyone elses so I go with what I like

normal burrow
#

yeah but matheww would you recommend someone drive a screw with a hammer?

grim ore
#

I wouldn't but I have had to do that when I had no screw driver lol

normal burrow
#

lol 😂

grim ore
#

like i said other peoples experience can help but you wont know for sure unless you try it and stuff like game engines are super easy to try out now

#

its not like you have to pay to see if UE would work for your game like 10 years ago

plush yew
#

I just wanna start at the correct path thats what am saying

grim ore
#

If i was doing another 2d game that was mainly UI driven there is a very good chance I would use Unity again with something like nGUI for the ui framework.

#

your attitude is commendable but misguided, there is no correct path

#

I mean honestly if there was a correct path would we even have this question or more than 1 engine?

#

you should try UE4, you should see if your project would work well in it. spend a few weeks if you can afford to learning the systems. Do the same in Unity or any other engine that might fit your needs. If you just "want to makes gaem" your first ones are going to suck so do it with anything just to learn what you like and how you like to do it

stuck chasm
#

I cant find motion controller in the input tab, is there a plugin I need to install?

grim ore
#

as one of the key options for input?

stuck chasm
#

yea

grim ore
#

which input are you looking for, on a clean .24 project I have Oculus Touch and HTC Vive as keys for input mapping

#

if you mean the old generic motion controller events in a blueprint I am pretty sure they got rid of those a few versions back

stuck chasm
#

oh dang

#

what could I use to detect the trigger for a Oculus Go controller?

grim ore
#

you would set up a input and tell it to use that as the key

#

it would be just like setting up a key for the keyboard

brave gate
#

returning to specific @plush yew question....
"Am new to unreal and i just want to know why Unreal is much easier for Third person games / FPS"
let's start from the key difference in engine approaches

  • Unity is easy to start and create tiny game, difficult and troublesome to create big projects and working with big team. Unreal has step learning curve at the beginning, expecting you to learn many tools - it pays off as your project gets complex
  • Unreal is going in direction of 3D photorealism, awesome lightning, procedural skeletal animations, open world, cinema and visualizations.
  • Support for 2D games in Unreal is almost non-existent, it's just sill Paper2D plugin. Unity loves 2D more and more, there are lot of tools like animation tools for 2D sprite characters, 2D lightning.
#

Unreal is built by studio working on FPS/TPS titles or licensing engine to such studios.

ruby ocean
#

Can blendweight textures be added to a MIC? I recently got a model which has those alongside the standard normal map and skin textures.

stuck chasm
#

I can use either right or left? @grim ore

grim ore
#

sure you see that says (L), you would just use the (R) one

stuck chasm
#

Its crazy bc all this wasnt here before i restarted my project

brave gate
#

@plush yew Unreal's animation system is all focused on developing games rich in skeletal animations for 3D characters. It's what daily used on titles like Fortnite, Gears 5 and perhaps every fighting game recently (Tekken, Mortal Kombat, etc.) since animating characters is vital in such game. If you'd work on Third Person game than every action in the game requires feedback from player character. And probably you gonna have other animated characters.
You got blueprint-based scripting for animation, animation graphs, live link to connect Unreal with animator's tools, integration with Sequencer (which can be used for every gameplay animation, not only cinematics) and Sequencer itself is well-designed system allowing you to "direct" a game scenes (i.e. you can easily embed one sequence asset into another one, reusing part of "gameplay animation"). And there are coming improvements like Control Rig (procedural animations), animation streaming, shared animation playback for crowds (the biggest cost of animating skeletal meshes is to update their moving bones/vertices every frame, cost of script update is relatively tiny).

#

One could say similar praise about Unity's support for 2D animations, they develop dedicated tools for that.

plush yew
#

@brave gate Thank you mate so much for this you got me excited to use UnReal Enginge

brave gate
#

@plush yew oh, and you got Mannequin skeleton/character to easily start development, marketplace either work on that or - please somebody correct me if I'm wrong - you can retarget that to Mannequin
there's even plugin for retargeting Mixamo animations to Mannequin or other humanoids
plus Unreal comes with ready-to-use game framework: built around control of humanoid characters which is also multiplayer-ready

harsh tiger
#

this is on the ue4 docs but i dont care about the other stuff an only need the level name

plush yew
#

@brave gate About the coding side

#

Most of the videos i been watching not many ppl been coding

#

they using kind of a tree

brave gate
#

@plush yew haha 😄

#

you probably referring to the anim graph
basically every character has animation states (idle, walking, running, jumping) performing animation on loop and transition between these states (blending from one animation to another)

#

but transition to another state need to be triggered by the gameplay script, changing some variable - and possible transition rules (if you're in Walking state, you can go Idle or Running) are constantly checking these variables

#

you want to keep this logic as clean and simple as possible - but that's the "natural" way of thinking for animator

#

with them you want play with layering animations, IK, blend spaces - but these tasks are exposed as nodes
it doesn't seem like coding, but you actively building logic of every-frame animation by composing network of specialized nodes

#

and Control Rig gonna be all about scripting animations, introducing advanced procedural workflows

plush yew
#

Wew

#

This tree thing ganna solve all your problems

fathom glade
#

qBersp the only way to truly know which one you like, is by trying both of them out.

#

Both have shipped high quality games, that's a fact. This means that both are very good!

grim ore
#

@harsh tiger you are better off asking in #cpp but the basics is your code is absolutely wrong for calling OpenLevel as 1:) you don't use FName like that and 2:) you don't have the required parameters you need being used in that function call

harsh tiger
#

@grim ore hello mathew, after some more googling and trail and error i got it working!

grim ore
#

Yay

harsh tiger
#

First time using CPP without a tutorial in my own project haha. would you mind explaining what the L is for in the FString at the end

#

i use VA assist and it was in the tool tip for this function. but it seems like a typo more than anything

thick herald
#

on a side note (on an earlier comment), yes using a hammer with screws works. Sometimes even more effectively than a driver 😉 😄

harsh tiger
#

@grim ore

fading vector
#

does anyone have any suggestions as to how I can improve this in air/jump system?

grim ore
#

@harsh tiger it's just a string of optional options. You are just sending nothing useful basically.

#

It's complicated basically if just learning which is why I prefer not to use code anymore it's just full of annoying stuff lol

twilit grail
#

Anyone here knows how to enable RTTI in unreal for c++ classes

harsh tiger
#

ahh okay thank you! an you prefer not to use code anymore? do you just use bp for your projects

grim ore
#

If I can yep. Working on code for real work and then doing it for game stuff just isn't fun for me. I like the fun of bp

harsh tiger
#

fair play

twilit grail
#

would like to know if its even possible to use unreal's RTTI for dynamic casting.

grim ore
#

Since it's c++ related all the smart people hang out in #cpp chatting about that stuff

normal burrow
#

@twilit grail no

#

unreal has no rtti

#

as far as i know its incompatible, to enable it

#

but do head over to #cpp

twilit grail
#

ye I'll remeber for future questions

tawny hare
#

Hallo in new

grim ore
#

Hola new

plush yew
#

How can I make my ai open multiple doors? I tried get all actors and then for each but it still only works with one

#

How can I make my ai open multiple doors? I tried get all actors and then for each but it still only works with one

grim ore
#

How does it know it's near a door?

rancid lynx
#

Can rift s change to 90hz ? Or are there no mods that do this?

#

I'm considering swapping rift1 for RIF's s. But surely I shouldnt

#

Anyone here consider that also?

#

I tried 60hz in ue4 vr, and it was impressivly noticeable. I'm pretty sure 80 won't be much different

fleet stirrup
#

I'm an Unreal newbie ... Someone suggested to me that we should only put anim graphs / state machines in the Animation Blueprint. Is this true by convention? Or an absolute truth?

#

For example, if I have keypress events to trigger animation, should i not put the keypress events in the Animation Blueprint?

plush yew
#

@fleet stirrup The animation instance/blueprint is tied to your character, which gets inputs. So it makes sense to have the inputs in your character, which just passes the request down to its animation instance class naturally

digital anchor
#

its not an actor, not everything will work there

#

and it may not tick every frame, so it shouldnt be used for gameplay

fleet stirrup
#

These are good answers!

#

Very interesting that Anim BP is not an actor ... that's a very good point ... so it doesn't live in the world hierarchy / outliner

plush yew
#

Animation instance inherits from a U whereas the character inherits from a A class, so one is an object the other one an actor

#

As a U, it cannot exist in the world by itself

fleet stirrup
#

I'm guessing that "A class" is "Actor class", what is "U class"?

plush yew
#

UObject

fleet stirrup
#

aha, ok, i've seen that somewhere

#

ok, this actually makes sense

#

When you create a Blueprint in Unreal, are you actually creating a C++ class subclassed from UObject or Actor, but visually? Or is it technically different than subclassing from the relevant C++ class?

plush yew
#

It's just the naming convention: classes that start with A means they are actors that can exist in the world, U means they are objects that need to be a component of an actor in order to have access to the world. Just a simple inaccurate description 🙂

#

some blueprints inherit from A, and some from U, I think, I actually never use blueprints 🙂

fleet stirrup
#

oh wow, you just do everything in C++ directly?

plush yew
#

Yes, I proudly do! 😄

fleet stirrup
#

nice!!!

#

Hey, do Unreal C++ classes have automatic garbage collection? (like C# or Java) ... I heard some rumors that they have some extra juice like that

plush yew
#

yes!

fleet stirrup
#

nice! So it's almost like working in Java/C#?

plush yew
#

yes, In some aspects, that's right

fleet stirrup
#

oh, that's nice ... the most painful part about plain C++ is memory management

mossy nymph
#

c++ doesn't have a reflection system of its own

#

unreal does

fleet stirrup
#

So Unreal Java'fied C++?

mossy nymph
#

and garbage collection works via reflection

fleet stirrup
#

I'm liking what I'm hearing!

#

Thanks all!

dense gate
#

Doesn't Unreal have garbage collection all the way from Unreal 1 times?

#

P sure it's redundant to have it in newer releases too

fleet stirrup
#

(I have no idea, since I'm new to Unreal ... but isn't Unreal 1 from the mid 1990's? If Unreal 1 had garbage collection, that's pretty cool since Java became real also in the mid 1990's. So if Unreal 1 had garbage collection, it was really forward thinking!)

lament saddle
#

Unreal 1 flyby & theme music plays in head

plush yew
#

Unreal 4 uses C++ natively, whereas the previous versions were using C++ for backend and unreal scripting at front end

#

that's what makes unreal 4 C++ reflection and GC a novelty 🙂

thin tendon
#

Has anyone here been able to add localisation for Arabic? I have a couple other languages working but when I try arabic. All my texts are printed as the same symbol over and over

#

I think its because arabic text aligns to the right and not the left

plush yew
thin tendon
#

@plush yew Thanks for the link I'll look now. I already have Chinese working perfectly. Arabic is the only one that bugs out for me

plush yew
#

ah, OK

#

Unfortunately, I don't have a specific answer to your Arabic specific issue 😦

heady quartz
#

@thin tendon the font you’re using doesn’t support arabic

thin tendon
#

@heady quartz Thanks I'll look into this. I'm just using the default Roboto

tacit girder
#

I'm having an issue trying to restart my game... :/

#

i have a "on hit, print hit, end game" but i can't figure out how to instantly restart once the player its the obstacle

fleet stirrup
#

Hey, so maybe this is a weird question, but is there a way to view a .uasset file in some readable way?

#

(Besides in Unreal engine)

#

ie. is there a .uasset ASCII equivalent?

random hawk
#

I mean you can open it in a text editor and view the hex data directly....but I don't think you mean that?

fleet stirrup
#

I can't read Matrix yet

plush yew
#

I can, no joke!

fleet stirrup
#

LOL

#

Awesome!

#

@plush yew where'd you learn to read Matrix?

plush yew
#

@fleet stirrup What would be your goal to be able to see the ASCII?

fleet stirrup
#

Sure, the more human readable ASCII the better 🙂

plush yew
#

What would be the reason?curious, I just don't know why you're looking for this

#

that's just serialized date

#

data*

fleet stirrup
#

I just want to take a look at what data is stored ... purely out of curiosity at this point

#

(Well, I used to read and edit Maya Ascii files by hand, but that's a different story)

plush yew
#

no issues at my end, I've done reverse engineering semi-professionally for years

#

What you're looking for is a plain text equivalent

fleet stirrup
#

Yes

plush yew
#

For that you would actually need to create your own mechanism to deserialize uassets to any text readable format

fleet stirrup
#

Ah ok ... yeah, no biggie ... i was just curious to see what data was actually being stored.

#

It's interesting that Unreal doesn't keep the FBX files that it imports, but converts it into its own data format

plush yew
#

which you can do if you poke around at FArchive

#

Years ago I've done reverse engineering of the Bethesda and Bioware serialized format, and I made my own deserializer And dumped the data into XML, so it's possible, of course

fleet stirrup
#

I'm not that hard core 🙂

plush yew
#

I am!

fleet stirrup
#

Cool! That's power!

#

I was just wondering if Unreal had a uassetBinary2uassetAscii converter or something

plush yew
#

not that I know of, but again FArchive is your answer

fleet stirrup
#

Sounds good! Thanks @plush yew !

thin tendon
#

Thanks for the help its a font issue. Now I just need to some how find a font that will support all the languages I want

rancid lynx
#

Why do Comment Boxes have Comment Boxes on by default? thats like giving a toilet paper a toilet paper. yes.. i grabbed a toilet paper.. but my toilet paper doesnt ALSO need a toilet paper..

#

i understand that i can uncheck the toilet paper manually, every single time i try to wipe my grass .. butt..

#

is there an option to disable "comments on comments by default ? " i cant find it

normal burrow
#

are those custom comments?

rancid lynx
#

well, i pushed C, to create a new comment

#

i know i can manually delete (uncheck) every single comments comment option. which ive done hundreds of times.

#

or i could just leave everything ugly.

#

or i could copy and paste old boxes, and just f2 in a new cmoment.

#

anyways sorry spam.

#

just seems like they forgot to add an option to the editor preferences "auto comment all comments"

#

clearly the guy in charge knows something i dont i guess. he found a reason they should be on

fiery field
#

About how long does it take to get good-enough with Unreal to publish a game given that you are already quite good at C++ and that you will buy your audio, game-assets and animations?

rancid lynx
#

i cant imagine any other way ever being easier.

#

youtube has videos for 80 percent of all questions ive ever tried to search

#

ive been working 1 year. as a small part time hobby. i have a playable game thats almost ready to sell.

#

im terrible. but the engine made it possible.

#

results will varry

fiery field
#

very nice 🙂

rancid lynx
#

very nice indeed.

#

i can program classes in java, i studied a little c++ bu.

fading vector
#

Can some help me fix this basic AI

#

Not too sure why its not working

rancid lynx
#

i use zero c++. blueprints are enough for me.

fiery field
#

whatever works

#

I'll probably end-up using a combination

rancid lynx
#

so if you know c++ on top of what i know. itll be even easier for you.

fading vector
#

@plush yew You still here?

rancid lynx
#

yea blueprints can do alot. alot alot.

fiery field
#

I will probably first finish going through ben-tristm's course and then go through epic-games learning examples, then go for my first game.

#

I should know enough by then, it may take about 6 months to learn and follow all the material

rancid lynx
#

do you know enough to make a simple box move across the screen from blueprints?

#

just learn how to do that on youtube, and you will be half way there.