#ue4-general
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@fading vector yes? What can I do for you π just remember I suck at blueprints π
I did ben's exmaple where you step on a pressure plate and the blueprint tells the door to open/close, use sound and open in a smooth steady-timed angle
And physics, and maybe other systems, damn, I'm just average haha
How do you feel about blackboards and behavior trees?
poor crypto, none of us can help
your beyond me atm
I feel very good about them, as long as there's no blueprints logic implemented, and all the actual logic is in C++ π
let me give you a look at this
1sec
My Blackboard
thats the default moveto, which I know works
AI character
You can troubleshoot your behavior tree in real time, Simply start your game and move the BT window on the other monitor @fading vector
You would see stuff happening
How did you know I had 2 monitors π
Just a wild guess
hahaha
if your new to blueprints, make sure you take note of "lerp" "scaling between 2 options". its a wonderfully powerful tool that can effect everything. colors, materials, movement, day light cycles,
What is the Material: Linear Interpolate (Lerp) Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
It's firing for sure
Didn't know BT would show like a blueprint, thats nice
I wonder why it wont move tho
To move you actually need an NavMesh volume
Yup, I have that. Forgot to tell you
The AI has no blueprints either
That is literally everything the AI has
Well, you told the tree what type of key to look for
but you actually need to populate that key with an actual target of the class you specify
Joel, oh hey joel.. are you working on other VR games? your name looks familure
because otherwise it would just return null, so silently fails
i should also tell you, blueprints act impressively like c++.
Thats the class of my character
that's how you set the type, not how you set the content
a basic understqanding of c++ will make learning blueprints muuch more impressively simple. the structures are the same.
What you need, is to have a service before the task that attempts to identify a valid target and set the blackboard key if found
Service finds the target. Decorator checks for the target. If found, task to move is allowed
that's the correct sequence of steps
in your case, you just told what type of object is allowed to populate that specific key
but the actual actor is found and set at runtime
In this Unreal Engine Tutorial I show how to add an enemy with an AI Controller that follows the player.
It is a very simple AI but I introduce some basic AI components: The Blackboard, a Behavior Tree and the AI Controller blueprint.
See my social profiles here
G+: https:/...
This is what I followed
I double checked my steps
I did forgot to mention my AI controller
That is correct, you set the content of the key at begin play. I see nothing wrong now π
That's where I'm scratching my head
there is a target, there is a navmesh, Should be successful...
one sec
it did
Just to make sure that the navmesh is not the problem
try A variation of UAIBlueprintHelperLibrary::SimpleMoveToLocation(this->GetPawn(), MyPlayer); In blueprints from the AI controller
maybe on possess
basically, when the AI controller possesses the NPC, it tells the NPC to move to the player location
if successful, we know that the navmesh is not the problem
I don't know it's equivalent in blueprints, but poke around a bit
Looking now
@rancid lynx forgot to mention, please send me a link, would be curious what an all-blueprint 1yr game looks like
I am right now only known for github.com/Radicalware/Libraries
@fiery field There technically is no such thingas all blueprint
Unreal engine its self has some built in c++ features
such as a basic movement system or physics etc
that is probably how I will use it, I am already well versed in C++ (as seen from my github) so that is probably what I will do
blueprints are nice but not fully versatile yet
you can accomplish a ton
but not as much xD
I wonder how many people here are like me, had a passion for hacking, found out there is no money in it and decided later it was better to go to game dev for both fun and $$
@plush yew Got it
It was an error on my end
I dont have a player character
I have a player pawn
@fiery field ok. Im about to get on a train in nagoya. Ill try and show a small video when i get home. 3 hours later
thx, would be fun!
my applied material looks like a checkerboard, when applied, do any of you know how to smooth textures together so it doesn't look that way?
using that sample grass from ue4
i know this is really basic but i just started out and i was wondering if there is any way to change the color of a pre existing texture. im making a house and i want the floor to sort of look the same way as the wood floor texture but i want the color to be grey and not brown. any input would be appreciated
i am pretty sure you need to open the blueprint for the texture to change its color
that's all I know
i did that and im pretty sure that would be how you do it but all that is just beyond me atm
Just use a hue shift node
im sorry but could u elaborate a bit more. i literally downloaded unreal like 45 minutes ago and havent looked at any tutorials or anything outside of the basic tutorial that unreal gives u lmao
Functions for making adjustments to existing image textures, such as shifting contrast or hue.
What are Materials in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
thanks my man ill check these out
P @rain hound mats tutorials are amazing. 200. Each 5minutes video explaining a new topic. You can learn all you need there.
@normal burrow @dim plover My issue with Async Loading was a stupid one on my part. The assets that i was trying to load were actual Blueprints, not the BlueprintGeneratedClass itself. Obviously packaged games dont have the Blueprint assets as they are an editor time thing.
Adjusting to using a SoftClassPtr instead solved the issue.
I should have known better....
That's interesting. I guess it shouldn't allow you to assign a BP to a SoftObjectPath/Ptr or at least warn you.
@tender flume Impossible! has an auto save feature, double check Saved\Autosaves\Game\ Folder. It would be really bad if you actually lost 5 hours of work
Compile and save often
@plush yew There's nothing there.
End of lesson
Oh wow.
delete /intermediate folder and set up source control π»
subversion git or perforce 
Itβs the first thing you should do when creating a project
Wha.
Pretty much
Huh.
I feel that explanation is good enough
Become a timelord
Timelords, they donβt lose their project files.
They go back in time.
π
Timelords probably have timemerge from master π₯
For real though intermediate folder deletion works for a lot of weird issues on 4.24
That's weird.
I this presentation there is talk about two blueprints that do accumulative rendering (blending a lot of frames together to get a stable clean resolved image) Are these available somewhere? https://youtu.be/jyQY_MU_IEc?t=290
In this presentation from Build: Munich β19 for Automotive, Epic Gamesβ Florian Dirmhirn gives some tips on optimizing your hardware setup for ray-traced automotive visualizations. To find out more about the latest real-time automotive projects being created in Unreal Eng...
Does someone knows what the problem is? I can't open Data Table
Install debug symbols for more information.
Link?
How to rig motorcycle from blender into UE4? (I can rig Vehicle) also is there any tutorial or anyone made it before and can share fbx file. Thanks
@stark briar it's an install option for the engine in launcher
Yeah, got it
Does anyone know how I can translate floats that change at runtime like in these slider bars?
I have been searching online and even in the UE4 documentation when showing of localization, their little video doesn't have the numbers change either.
@honest vale How should i use it?
I found a clarification to a question I had earlier, regarding +X is forward in UE4
Tell us how to improve Unreal Engine 4!
So it looks like both +X and -Y are forward in Unreal, depending on context
cyaoeu wrote: "There are different orientations for different situations. The animation system and stuff like PHAT expects Y so that's why they import facing that direction. The gameplay stuff (like blueprints) expects X. That's why there's an arrow component in character blueprints, you need to match the direction of the mesh and the arrow. Usually you just need to rotate your skeletal mesh component by 90 degrees and it should be fine."
...
in case anyone else was curious
@dim plover What should i do?
it's a mess @fleet stirrup
@stark briar go and cause the crash again, this time there will be more information in the crash report
Ok
@honest vale also found this helpful note ...
Denny: "The skeletal meshes have a 90 degree offset because the authoring package is Autodesk Maya, which has a different coordinate system to Unreal. It's simply a limitation when converting between coordinate systems during import."
Talk about Level Design, Static Meshes, Physics, and more.
So it looks like for Skeletal Meshes, in Unreal +Y is forward
But for all other actors, in Unreal +X is forward
I refuse to believe authoring systems don't have any options to transform the mesh and anims on export
Unless, as the Unreal comments indicate, somtimes -Y is forward
I'm guessing it's more like "Someone made it like this 8 years ago and now it's too late to change"
I don't mind π
Just trying to understand all the scenarious
If +Y is fwd for Skeletal meshes, I'm good with that
If +X is fwd for Unreal cameras, I'm good with that too
just so long as I know what's what
@mossy nymph now it doesn't show's crash report
@fleet stirrup When you have a Maya drummer in the band... https://youtu.be/0Usj8wVZHxo?t=70
The idea is nicked off Tommy Lee, but still worth a look.
LOL
did a 5 hour gamejam yesterday
lost 45 minutes on the fact that the sidescroller template has a problem with casting between actors
i switched templates and casting worked immediately
talking about ue 4.19 specifcally
probably user error π
Anyone has any info on how stacking RTX cards improves raytracing performance?
We're looking into raytracing in UE4 and wondering if stacking multiple cards into a machine has a big effect
Anyone knows what the problem is?
what is even happening to my distance fields
I've been trying to fix it for hours
should be fine?
and why the AO drunk for anything more than a few feet?
Probably the mesh it too big for the resolution ?
I had a lot of problems with DFAO so drop it
Performance question: How well or bad does store vertex colors on a mesh to use them as reference in a material lets say on foliage instances all over the world ?
DFAO, and DF at it's core is unreliable, a pain to get to work, and it doesn't ever work perfectly, in any case I've tried
Either indirect doesn't work on it, turning a huge area around the mesh grey, or the shadows themselves don't match what they should be like at all
It wont work as expected on big meshes as lets say an hangar or a big cave, expect to get dark areas but only work at close faces area
The AO seems to be even worse, if I look up from a barrel on the ground, the barrel's bottom somehow gets the color from the ground bled onto it
If I look back at the barrel, it's just fine
If I look at the barrel closer, it seems how it should originally
Besides, every time I had to use df, I had to crank the resolution to get anything accurate
And with that screenshot up there, my df was set to an astounding 4k setting almost
At a res of 12 or so
A huge overshot for something that didn't even work, even on that res
I don't know, DF is just not ready
Not in the least
I found from a Google search hits back to version 17, I think, I thought it was a new feature?
Either way, it's way too glitchy for me to even dare touch it with a stick anytime soon again
What's with the beta setting though in render?
SSGI
Any good yet?
@teal tulip btw, if you go more up, I wasn't only having issues with AO
SSGI is just screen space, I had a huge cost drain from it
You can scale the size to cut the cost to half, but I had like 15ms cost
there is no a real GI solution for real time if you're looking for other than RT
I made myself a 2 layered SSAO but the cost was too high as well and don't help at all on my purposes π€
@plush yew Particular mesh of your is poor candidate for DF, as you would need insane resolution to capture details.
seems like your mesh is too thin and you need to increase the distance field resolution for it
that's in the architecture starter scene
the mesh that is
it has too much negative space in it for the per mesh DF to be any good
I guess you could split it in smaller meshes that individually work better π
would be nice if the engine automatically did something like that when computing distance fields π€
like, it would decompose meshes into axis aligned boxes and use those for computing individual smaller distance fields for the mesh
instead of just using the actual mesh bounds
don't know how distance fields exactly work though so I'm not sure if that makes sense π
You mean kind of adaptive resolution? Not bad as an idea, but might as well bork down the performance even further.
more like
yea I don't know how the "plop the mesh distance field to world space distance field" thing works
its combo of mesh ones
how you sometimes want to split a non convex polygon into multiple convex ones
yea and isn't there an upper limit to the number of mesh DFs inside the world DF?
Not sure, but your memory/perf is the limit.
how i can add to materials some spaces like this ?
https://gyazo.com/061fe7b82f9db53518679ec4c3b501a5 im experiencing this issue ;C
anybody knows a solution
Wow microsoft
it is down for several users
Mk
@fierce forge wouldn't that have to be done with a diffuse map?
Do you know what is texture and is used in materials?
Have you worked with materials before?
yes
That too. Check out some tutorials for UE materials. There would be tons of them, I can't link you one specific though.
I'd take the texture to photoshop (or something similar) and edit the colors there, then take it back to unreal
You may use mask with different scale or so. But really, check out some tutorials. There is so much out there which plays role too.
Is this material going to be an animated one? Like, you want the shaped to change in size while in play?
I'd suggest what ryobg is saying and find a tutorial.
Tbh I'm not a pro when it comes to mats in unreal, just know some of the basics (diffuse, bump, normal, etc). I wouldn't know how to make a shape in a mat dissolve over time
Sounds more like decals.
Hey, guys.
Anyoe know why I might not be able to see the gizmos for the Two Bone IK node in the viewport?
I select the node and I can't see the realtime modifiers. But if I change the values in the node, they do update correctly when I compile. It's just extremely annoying trying to position things correctly by numbers.
guys its 4.24 bug?
there have 2nd UV channel but still cant set light map coordinate set 1. when i trying to set 1 it automatically reverting to 0.
does dxdiag informatino save my ip or mac? or any other unique information which tells that this is THIS pc and not another pc?
Can someone help me make something recieve damage? I got a blueprint with a mesh and a box collision, I added an integer variable for its hp.
@frail sail can you show the "build settings" under the LOD0 tab?
I got that in the graph
I have another bp for a bullet that my character shoots, but it doesn't work. I have set the bullet's integer value to 5 and the enemy's hp integet to 10, so it should get destroyed in two hits, but nothing happens
@frail sail hm okay sorry, I thought there might be something up with the source and destination lightmaps, I had a similar problem in the past and it had something to do with them, but I don't quite remember how I fixed it.
i see. also i can set to 1 at 4.20 version. maybe that another one bug for 4.24
why all bugs exist in this version 
works fine in 4.18 aswell, but I'm not sure if it's a bug, as I said, I had that happen in the past with an older version, and it was just some weird setting somewhere
im just regret to upgrade project. now i cant back to 20, because of uassets updated. it will not work older versions.
btw i will here when u found that setting
hello, i have a problem, when i press play it just stays black.. its not showing the camera view
yikes
@vocal island That kinda really not enough info of your problem. Try with another project π
I just tried with a different level and it worked fine
I am not far at all and just learning so I don't mind at all to restart
But that's just running away from my problems
Yeah, well try to check your player start, camera position, try with different modes to play. You have a bunch of stuff to investigate first.
yeah but it can be so many things.
is the player not spawning?
are there streaming levels that aren't being loaded?
is stuff loaded but some weird collision pushes you somwhere into the void?
Anyone know of any SDKs or software that provide player supervision as anticheat that works with unreal?
General question here on how to progress after completing the blueprint developer course from gamedev tv.
should i do couple more courses on blueprints or do first the C++ course from gamedev tv?
Hi guys,
I just wondering is it okay to bake openworld game? what pros and cons?
Not familiar with these courses, but if you covered some why not put it in practice? @fallen gust
because I have a town there and want to get best lighting
@lapis vine you mean build my own thing, or use that knowledge on another course? i was thinking that if i take a basic c++ course i will have better and more in depth understanding of the blueprints. Right now i know JS which helped to some extend so far
No, you are fine with the Blueprints. Just play around with them. Consider C++ for later - its whole can of worms. You can do already a lot only with Blueprints.
aight! thanks for the input, appreciate it. i want to touch at some point some c++, maybe not the right time atm
Note if you start to do too much courses you gonna forget some things of what you have learned too. So practice is what makes it perfect π
@exotic matrix Yeah, I can. But do I have to ?
Hi I'm new here. Just like to chime in about blueprints. i struggle with c++ syntax so they are very helpful to visualize any logic. I find them very powerful. there's loads of guides to get you started. If I can use them, anyone can.
Blueprints are the recommended tool to create your games so yeah
Learning blueprints can help understand c++. Engine works similarly on both fronts
Same goes for c++ and blueprints. They arenβt extremely separated
Great! Thanks guys
does that mean I can call myself a programmer if I use blueprints? my co-workers always laugh at me π¦
I want to create a 3 hour educational course on how to get started with UE4 and the final thing you do in it is simply load UE4 for the first time after a launcher install
@tawdry storm In Essence yes, in totality depends on how faralong you are,to me anyway as we progress and Im similarly right there with you, once one grasps how to and whereto start to create something, is when reality hits.
Wait so. You're saying you just slowly read the onboarding and explain it, then "realize" you didn't install while you recorded that and are now "out of time" so you just wrap up with "and now is the time to start with Virtus"? @polar hawk
I love it
Tutorials should be seamless, without pauses. So getting started with UE4 should involve watching whole download.
I want to start by making people install dosbox
and in the middle I want them to have to make a quake map
Tutorials in the style of Zero Punctuation π
D for dope?
sure
totally dope dude
Kind Sir, but how social studies and quake 2 are interconnected ?
tbh, i can't remember haha
but i had made trees and a skin for the main character, brought my computer in to class. d for effort i guess
Unless the topic is something like "Effects of rocket explosions in confined spaces on mutant behavior patterns".
I found out that rocket explosions don't change the Quake 2 mutant behavior patterns much, they still want to jump on me and eat my face, rockets or not
whether they are alive or not to do it was affected though π
believe it had something to do with colonies, america
hello i have q guys i have character wearing gloves and boots what i want to do is hide the skin and mask the body parts that under the clothes only and not all the body ... anyone knows how to do it ?
Make a ue4 tutorial that starts with compiling the room source code and make sure undo half your work halfway through.
"oops I made a mistake but this is good because you learn to debug"
furious clicking and muttering for 15 minutes
"well I can't get this to work but it wasn't important anyway so nevermind"
True story
My favorite part about tutorials is never explaining why you do anything.
No theory, nothing, just copy what I do!
@crude vessel IKR !!!!
@crystal ruin I just swapped the hand or arm meshes with a version with gloves using master pose but that's just me
I just built it in a way i lt would seamless use the skin/character material/mesh when not covered, I transfered normals from the non segmented characters for that
I suppose you could mask the material but that seems the worst of both worlds really
hello guys I have question-I added the inventory package one free form the marketplace and now I modify it-I want to make when I move my mouse to move the view of my character cus in the game by default is make when you hold right button you move the view and when you loot some body to open the loot you need to hold right button and click E to interact
it sounds like the input mode is set to UI and Game mode instead of just Game Mode
ok I will try to find it and I will screenshot
@grave nebula what the heck am I supposed to use DF on then?
I mean, you'd think a god damn tree was more costy and detailed than a low-poly mesh like that
Unreal Engine started crashing every half of hour,can I set something to avoid it?
@serene birch increase the res even more than 12? ._.
@honest vale negative space?
You mean empty space?
@plush yew does it crash when you open a certain project or any project?
Idk, I thought about using DFAO, it looked quite nice on the cherry picked example they shown on the page for it
UE makes all their features, even if they are the weirdest, glitchiest, most pain in le arse thing to set up look good
well the mesh you used is pretty hard to compute the DF for
you know on the distance field doc pages they mention checking the DF computed per mesh if it's correct or not
What resolution would that even need, I mean, the size literally told me 3600 in a part
2k something in the other
Checking?
How would I even check?
I mean, I visualize, I thought that's what checking was
5 hours of previous work was done
but then i found out 5 more hours of work was lost too
so another 5 hours to spare later.
π
if you can't raise the resolution enough, your mesh is a "bad" case for distance fields I guess π
splitting it in smaller simpler meshes should do the trick as mentionned
distance fields have difficulties picking up thin stuff
the support bars around the glass are thin stuff
It's not even glass, just empty space
That is horrendously weird tech though, I almost don't even see the point
but Stof, in your example they didn't split anything, they just increased the DF resolution
well the glass isn't part of the mesh in a sense for me π since it doesn't cast shadows
well they can increase it until they can't
they had a mesh example they could increase it enough
Nate has a mesh he can't
Β―_(γ)_/Β―
Dude, if a 4kx2.6kx600 texture is not enough
@heady moon no,when I'm working on a project it suddendly crash,for example after a ctrl-z,or opening a material tab,removing or placing objects etc.
this hasn't to do with the texture @plush yew
I don't know if a GPU is gonna handle a project of this, man
the distance field mesh that's generated might be too low res
Distance field calculates a texture, saves it to disk or gpu, I'm guessing
did you increase the Distance Field Resolution Scale in the mesh itself?
I'don't think it's a power issue,I have 16 gb ram,ryzen 7 and a 1660 ti @plush yew
Most likely gpu, and, yes
I wasn't talking lightmap before, j literally increased the DF to 12
all those small details are basically the worse case scenario for distance fields I feel
A whopping 3600x2400x600 resolution of a DF texture
that would start causing performance issues I bet anyway
you didn't enable 8bit mesh distance fields btw?
Nope
cause it will only make the problem worse
I didn't optimize yet
That is pure res 12 on that df
Exactly what I meant by that I almost don't see the point
And even on small objects, like a broken barrel I tried, the results are horrid
yea you can't use that building with DF
tried that?
Two-Sided Distance Field
For high-density meshes (like trees) where you have surface that are usually made up of a masked material that represents many holes for leaves or branches, these cannot adquately be represented as a solid surface. For this reason, you can enable the Build Setting for Two-Sided Distance Field Generation in the Static Mesh Editor. This option will work well for foliage but does come at a higher ray marching cost.
just forget it π
basically, thin surfaces can fall in the holes between the distance field 3D voxels π
Especially with the barrel
it's like you try to render a thin line in a 2D grid without AA
Idek
a mesh distance field is a 3D texure where each tile/voxel stores the distance from itself to the mesh
yeah I would bet on too big a mesh with too small parts at this point
Res 12, improved lightmap even on the ground and itself to rule out any lightmap issues, two sided
Idk
@plush yew are you deleting things that shouldn't be deleted? Or when you run your project it says there's a problem with it but you run anyways it crashes?
and the renderer will manually raytrace inside that 3D texture to see if the ray collided with the mesh or not
wasn't there a way to see the mesh that's generated? that should show if it's getting the thin parts or not correctly
Even tried on this small barrel that was just broken, and had parts out of it and stuff
pretty sure DF are used for dynamic shadows only no? not for lightmaps anyway π
It was a small barrel, some of the planks sticking out, and it just didn't work at all
Stationary too, but, yes
But that ss was dynamic in all ways
DF doesn't like thin details
How can i get the duration of a randon audio wave in a cue?
I mean, I had screenshots above, @tawdry storm
I don't like how DFAO goes drunk over distance either @serene birch
It becomes a mess, easy
oh so the third screenshot is the generated DF mesh?
If I'm 5 feet away, it's just gone, might as well be artifacted AO
Third is AO, second is the DF
Idk
As I shown in the third screenshot, it goes drunk
And, I don't think so, tbh
I messed around the settings, both while-play, and viewport
Nothing changed how drunk it got
If it was more than 5 feet away, it for sure just become weird, random splotches of black, like it was in need of severe anti aliasing
I'd kind of get needing AA for it though, since it works by the camera
well try it with a mesh that isn't a worse case scenario for DF π
if the barrel is hollow, it'll still be bad
DF makes a voxel representation of the mesh
and raytraces through it
thin elements might disapear in the voxelisation and the raytracer will pass right through them
What's the point of raytracing it, and not even getting a good result, I mean, that's kind of it's job
performance? it's doing a form of raytracing (raymarching) that works on non RTX GPUs
if you want full raytracing just get a 2080 π
well it makes a voxel based mesh to be a more efficient calculation
hello, how do i stop a viewport animation so i can adjust something?
that comes with drawbacks
yeah: quantization errors
@zealous spear is this a sequencer animation? then there should be a pause button at the bottom of the viewport
Res 3, two sided
Idk wth happened with it going more dark than it was, but, it did happen
Then I also enabled DF indirect lighting on it
Do you get my problem now?
With the DFAO enabled, it was even more of a mess
I instantly tried enabling the indirect on the floor and everything as well, which, worked for some, not for others
But before that, wth is this
I was looking at the barrel in the view
And I went "fucking wow, that actually looks great"
"I love that"
And then I move even the slightest cm, and it becomes a blurry mess
All details of it, gone, just by the slightest, slowest motion
Even just camera rotations
I walk up to it, the grounds' color washes on it if I look up from it, look down at it, it's normal
Get closer, it looks great, as it should originally
As I said, idk, DF is too much of a cherry pick from what I seen
It's not good in about 8 out of 10 situations, really just for indoors vis-art, things you work on for 10 hours straight at least
@zealous spear press the pause icon within the animation, in Persona
i fixed it already, thanks
Yeah, seirei answered
Also, @tawdry storm your pfp reminds me of super Mario, and idk why
@plush yew that's because it is. It's the female version of boo from that super crown meme π
is it possible to change from STATIC MESH to SKELETAL MESH without exporting and re-importimg
@plush yew well to be fair, the crown itself is a very new addition to the franchise, but the overall style is VERY much mario with those eyes π
I vaguely recall that the use normal case for DF shadows is for distant objects; transitioning to regular old shadow map cascades in the near field
rather than using it for the entire field
it solves the problem of your dynamic shadows noticeably going away past a certain distance
DF shadows fill in that gap
Distance fields have certain limitations β fidelity, skinned meshes, spline meshes, etc β that its not meant to be used as a total replacement for regular old shadow cascades
hey guys, im wondering if i can adjust the anim speed of a specific anim based on the walk speed/ velocity
hey, unreal slackers, i need some help with something odd, idk if you guys can help, but its vague related to unreal engine and i don't have many places to get help. whos in.
or is there a room in the server i should go to
it involves pak files
Is there a quick way to build lighting?
HELP PLS
You can set target quality to something lower. Level streaming can also help.
gpu lightmass is a thing but i wouldn't know where to start on explaining how to use that
Is there any tips for using BluePrints?
@heady moon no,I don't delete things that shouldn't be,I only get some uv overlapping warnings,but I don't think they are correlated
tiidii
is your socket not on the spine bone?
confused, is it using a socket or no?
you can change the attached socket past construction
are you doing it in the construction script?
in the construction script try, using the attach node with the sword component as target, and attach to the character using the name of the socket
try what i said tidii
@normal burrow Send help for WM.
the one that takes a scene component as target and scene component as destination
Hi currently I was working for a multiplayer (using the steam advanced session plugin) project but I'm having a little issue: when I join the server I am not possessing/pawning the first person character but a normal camera. How can I solve it?
I tried in multiple ways with blueprint but it didn't work.
any error?
any error?
@normal burrow Nope
@plush yew you probably have to always check your code/blueprints. if you rechecked everything and it still doesnt work then you will have to create a new project and copy everything from your existing project.
what are my options for having a shared data cache non locally? so my team can use the same cache as me
I have a widget that covers the screen in red when the players health goes down. Unfortunately when I do this the player cant click anything else (Inventory, menus, buttons etc) on other widgets. Is there a way to send the red widget to the back or have it allow clicks through to whats behind it?
yes, change the visibility of the parent or the item you want to allow clicking thru to something that does not allow clicking (not hit testable)
tomatoes?!?!
Hi. Is there anyway to dynamically move a culling volume to a new location?
Worked thank you!
Question - I have a Blueprint of a vehicle. I created a Child Blueprint of this vehicle. I've created a Line Trace that, when hitting the Vehicle via "Cast to Vehicle", it succeeds. But it doesn't work if it hits the Child blueprint of this Vehicle. How can I make the Cast also work when hitting the Child?
how confident are you that your casting to the parent type?
@normal burrow When the line trace hits the Parent "Cast to AI_Car_Source", it works. I've added a Breakpoint to a Bool that follows, 100% success.
"Cast to AI_Car_Source" is the parent.
is AI_Car_Source not a Vehicle?
I said Vehicle before to avoid confusion... Here's a screenshot.
So that break works when the Parent is hit.
But if a Child of "Ai_Car_Source" is hit, it fails.
so
i would say that the thing your getting from that function is wrong then
put a break on the cast failed
and check what Front Hit is
Ok
i'm willing to think that its giving you null rather than failing to cast
so long as your AI_Car_Source is the actual parent bp
The only hit that came back was "Floor". Because that's the road.
But if I put the Parent in front of the trace, it works.
Just can't get the child to work.
what happens when the child is in front?
the thing you should be looking for is if your given the child or not
since your saying the cast is broken
People can resell free Assets if they add something on it?
Nothing, the trace didn't come back with a hit on the child.
what happens when the child is in front?
Do you want me to change my "Cast to" the child version?
The vehicle with the line trace crashes into the child because it fails.
i want you to verify that your child version is being returned
if its not, the problem is somewhere else
the child?
if that actual cast fails it could only mean that its not of that type
I think I see what's going on.. Going to test a few things. Thanks for helping me in the right direction!
sure thing
Newbie question folks: how can I apply a poseAsset to the skeletalMesh, so that is its the reference one (sort of what it's called Bind Pose in Maya)?
pose assets should really only be used for animated curves https://www.youtube.com/watch?v=m6QECOE0G-U
the expressions on the face there are a single pose asset. the names of the poses bind to animated curve values
that is why pose assets are likely not what your looking for. You want just a single framed animation which you can obtain by setting your animation to be only on1 frame long
@normal burrow is there any place i can read about this BluePrint Tree components
Just to know them better
behavior tree?
What is the Behavior Tree in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Yup thats it thanks mate
thanks @normal burrow
I opened up epic launcher to see Blender to Unreal Tools and a tear of happiness came to my eye.
In our school we have an option to make a game for a bigger grade... Would somebody reccomend UE4 or Unity for such a "project" since i dont have experience in eny of thouse two...
depends on what you want to make, you can get a basic fps working right out of the box with ue4 but a unique concept takes time to build in any engine
or could use no engine and just code it out
if ya really wanted too XD
like what are even the criteria for the game
There is not really a criteria, id like to make something that has 2 players and plays only on 1 keyboard.... So something like a game from a top view if you know what I mean.... We programmed in C in my school but tbh I dont like it and in other programming languages Ive learned I dont have much experience
Hey I'm a total newb at unreal & just joined the discord so forgive me if I'm not in the right room...I'm a programmer in a different industry and I've been toying with a simple turn based RPG concept, mostly menus and number crunching but I want to have a small top down 3d overworld/base to break up the menus into something more tangible for the player and add some 3d animated scenes (like a J-RPG). No need for any physics, mostly a lot of UI. What would be the best template from which to start? any 3rd party templates or libraries I should look at etc.?
well there is the top down template from unreal @silver yoke @stuck steeple
yeah that's what my mouse was hovering over but I thought, let me ask and see if there is anything I should know before pulling the trigger
I started this thing in unity a few years back but had kids, now thinking unreal is probably a better engine for me
well there is nothing to loose on pulling the trigger its a free template
yeah but a building is only as good as it's foundation
how did kids make u change a engine? XD
I didn't get that far
well a building in only as good as the builder who built it.
Anyone here knows why my landscape paints white only?
Other materials work.
Will try to fix tomorrow and see how it goes hm
I didn't come for a pissing match, I came to see if there are any hidden options I should be aware of, real world tips for generating menus quickly and performantly, that kinda thing.
just a quick question Unity Assets work on unreal engine?
calm down now lad only was taking a jab at the statement. I don't see anyone doing a pissing match.
checkout the RPG template @silver yoke
by epic
thank you
https://www.youtube.com/watch?v=XolvdHmo2q0 there is a matheww video for just about every subject highcalibre
We will be showing the concept of a Storyteller Object or how to do traditional JRPG text in a game.Β This is an easy object that we can drop into the level that allows us to interact with it and it will handle completely the display of text including a delay between lines a...
oh that's actually useful as well for exposition and tutorial, thanks
oh yeah I can probably leverage half of this RPG template stuff
Hello guys ... I'm getting my ass kicked here by how Physics Constraint is behaving. I started with code but have now resorted to blueprints, but I cannot figure it out.
I have a simple two mesh arrangement and a Physics Constraint joining them...
However as soon as I hit play... the attached mesh gets it location reset to 0,0,0....
This happens as soon as I enable physics on the cone mesh
Please help ... I'm going to start drinking soon
@plush yew You are talking about the one by Thokash or a different one? I'm finding forum posts but not links or store page stuff.
talking about the one provided by epic
action rpg by epic games
got it thanks
got a problem where I cant sculpt taller
it like stops at a max heiht
height
this is max height
Anyone able to let me know of any videos or solutions to this issue?
I've already reduced the lightmap resolution of everything to 8-16 and it's all green (except one of my LOD's is slightly yellow)
I'm not really sure what to deal with the 1st part of the issue with Instanced meshes don't yet support unique stating lighting for each LOD as a whole and about the only thing I can find on it is "It's not a feature yet". So I don't know if there's another option for whatever the problem is
As for the other issue with the lightmap being resolution being too large I'm also unsure how to approach that given most of them are sub-16 resolution now, and as I'm building a rather "open" set piece I can't really reduce the number of actors.
Does anyone know why my oculus go remote trigger is not responding (only in ue4 launch)?
@plush yew so actually, if you read the small size text on both of those they actually tell you exactly what they are
Anyone know how to center widget on screen? on a 21:9 monitor it is offset to the left, it is not a fill screen widget
@wintry wing what does your settings look like for it in the details panel? the top section.
@stuck chasm if you are testing with print string in VR there is a chance it's just not on the screen, it's very common to not be able to use print string debuggin easily with VR in headset
So I'm retargeting some skeletons and animations, and I noticed that this models hind legs has 2 more bones in its legs than the model I'm taking the animations form. How should I go about retargeting it?
any way to make a hollow cylinder in engine or do I need to make a model?
There are modelling tools in the newer versions, but I'd say just do it quickly in a modelling tool
oh I see you have to edit it from the content window
has anyone here ever watched the tutorial videos from Ryan Laley. By chance
ok, I take that as a no,
Has anyone ever made a hotbar
Could someone lend me a hand with this AI script? It works fine just want to re-write it to be more efficient
How do I go about using SWindow to create a new window.
I've got this
TSharedRef<SWindow> NewWindow = SNew(SWindow)
.Title(WindowTitle)
.ScreenPosition(WindowPosition)
.ClientSize(FVector2D(ScreenWidth, ScreenHeight))
.AutoCenter(EAutoCenter::PreferredWorkArea)
.UseOSWindowBorder(UseOsWindowBorder)
.SaneWindowPlacement(false)
.SizingRule(ESizingRule::UserSized);
but I can't find any function to show() it
I'm also trying to make it a blueprint function
@wintry wing The canvas panel, if it's your root, would hold the stuff inside of it. You have a problem with the stuff inside of it or is the entire widget supposed to be taking up the full screen?
So, the canvas is set to full screen. But I have another canvas inside of it that holds the content, including the background image for borders etc.
The intention was, to full the screen with the canvas which is transparent, but then center the content inside of the fullscreen one
thats what It looked like, what is the settings on the inner canvas panel
so from the looks of it you are not using any anchoring, you are making it a fixed size in a fixed position and you want a fixed size in an anchored (center) position instead?
Yes essentially.
I am very new to using ui widget, is there a video you recommend on anchoring so I can understand it better?
I did a lot of stuff in javaFX and Winforms, but UE4 seems a little different on how it work.
click on the Anchor button and choose the center anchor. then choose to set it's position to 0 and 0 so it has no offeset. The nchange your alignment to 0.5 and 0.5 so it's centering from the center of that panel
Ok let me give that a shot.
UMG is very similar to XAML but there are a few videos out there that explain it, the official docs should have one and the https://learn.unrealengine.com site has an intro to UMG course
I reposted my q in #gameplay-ai if anyone could lend me a hand, I'd be very grateful π
Does anyone know if its possible to edit / paint on landscape layers during runtime?
People build their own solutions for real-time landscape sculpting as far as Iβve seen.
Any way to change a particle's warm-up time on a per-instance basis?
Not sure if possible via BP
niagara?
cascade
or you mean I should use Niagara
got around it by using a warm-up time + a delay range in cascade, thankyou though π
nah was asking which, but yeah
Does anyone know why my oculus go remote trigger is not responding (only in ue4 launch)?
Are you testing it with anything other than print string in device? Print string does not work well with VR on device
It does show up I tested it with trackpad touch
and i have a simple move forward function and it still doesnt work
I'm retesting it now
weird. Maybe grap the samples from Oculus themselves and see if you can figure it out https://github.com/Oculus-VR/UnrealEngine
404
yep it requires you to login to your github account that has authorization. Have you checked out the UE4 oculus pages? https://developer.oculus.com/documentation/unreal/unreal-engine/
the docs for some reason mention oculus touch as the controller type for the go I wonder if maybe they are supposed to be that in the engine as the input type and not the oculus go ones
@abstract relic I'm more so interested in painting landscape layers (for your landscape material during runtime).
You were right it uses oculus touch, thanks alot @grim ore for being here and taking time out of your day to help everyone
Is there a way I can search for blueprints with errors in them? I deleted a widget. It caused an error in another. I open reference viewer. I can see the red (boken line) but it connects to a thing called collapsed nodes. So I am having trouble finding the broken blueprint
Collpased nodes means your Reference Viewer settings arent deep/wide enough to show all references.
for some reason a few folders and files within folders within my ue4 engine documents have their security settings to deny on all permissions. If there a way of changing multiple folders and files permissions without having to do it one by one? (would take me hours like that)
@lilac wedge Do you mean to change the permissions in the OS? which OS?
@plush yew ok got it π
You got it! π
when i click sometimes my mouse double clicks so when i try and use unreal it open visual studio when im editing bp any way to fix this
?
hey guys I have my zombie character "can step on" to "no" but when he is simulating physics I add a node to "can step on" to yes but it still acts as "no." Why is that? Sorry if you did not understand this language I am bad at explaining
@blissful trail only thing that comes to mind that might be the cause, of maybe you have some type of macro if you have a gaming mouse?
I just installed UE4 today and I'm having issues getting it to recognize Visual Studio Code. It keeps insisting that Visual Studio 2017 is required even though there are guides that supposedly show how to use Visual Studio Code with it.
using it for projects or to compile source?
Just trying to use it for writing code, not compiling. My experiences with VS 2017 is it's clunky and takes forever to start up (to the point of frustration when I click it by accident and have to wait for it to open to close it again.)
open the project, go to the editor settings, change the default code editor to vs code
then go to file and tell it to generate your code project files
then it should work opening it up
I did that. And when I tried to generate the project file, it gave me an error saying I need Visual Studio 2017 installed.
how did you try and generate the project file?
VS code doesnt use SLN/project files so if you did it right clicking the uproject that will not work
As you said. Project Settings, set editor to VS Code.
File > Generate Visual Studio Code Project
"Discovering modules, targets and source code for project...
WARNING: Visual Studio 2017 is installed, but is missing the C++ toolchain. Please verify that the "VC++ 2017 toolset" component is selected in the Visual Studio 2017 installation options.
ERROR: Visual Studio 2017 must be installed in order to build this target."
you also need to make sure you have the C++ toolset installed if you dont have VS installed at all
yep you still need the toolset even if you dont have VS intalled, you need the C++ toolchain
As far as I can tell, it is installed, but I'll double check.
I think the 2019 build tools will work if not the 2017 ones are available in the bottom under older downloads
your message also says 2017 is installed, if thats true you can just use that installer to add it
Oh... Okay...
So, now my project won't open at all. I tried to change it to regular visual studio then back to visual studio code. Restarted UE4 and now it says my project needs to be rebuilt, fails on rebuild and won't open without the rebuild. Good thing I didn't lose anything of value...
My mind is not clear today and all the hasty attempts to fix the problem only makes things worse.
Tried to reinstall VS2017 only to find out Microsoft doesn't let you download it unless you have a subscription. So now I have no VS2017 at all.
Maybe I should just stop before I accidentally burn my house to the ground trying to fix this issue.
@ruby bloom Microsoft has a community free version for vs2017/19 etc
also if you right-click on your .uproject It would give you an option to generate your project files
then you can open sln
All of my attempts to find it kept redirecting to 2019 installers.
you don't have to double-click on it, the snl
right-click and choose open with
Visual Studio should also have a version selector
Part of the problem is that it's forcing me to use Blueprints in the first place and I don't think it likes when you try to convert from one to the other.
It's not even letting me make a C++ project because it doesn't think I have VS 2017.
why does it look so weird anyway
(Well, I don't now.)
I'm having to reinstall VS right now.
- do you need to use vs2017 Exclusively, or 2019 works just as well?
I don't know. I'm installing 2019 now.
Because I couldn't find a 2017 installer. All the pages on Microsoft either redirect to 2019's download page or say I need some kind of subscription service..
do you plan to program exclusively in blueprints, exclusively in C++ or anywhere in between?
if anywhere in between, would the focus being mostly on blueprints or mostly in C++?
Mostly on C++ as I have experience with C# and C.
wth
I'm looking for any documentation on the process of setting up modding support as in a custom editor for enduser as used by ARK, conan etc - does anyone happen to know if any exists?
can someone explain why this doesn't show in game? The character is suppose to hold the knife and the node is connected to "Begin Play"
I wish I could just import my C# files from Unity and convert them to C++ as I already had a decent amount of progress starting this project on Unity, but realize that I would basically have to make two copies of everything to achieve the project goals.
@tawdry heath Double check your weapon attachment, in C++ would be something like
CurrentWeapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, "hand_rSocket");
Can anyone join me in Support? I want to discuss something that is rather sensitive.
@dire crow It's a public channel, what would be the topic? π
Are you familiar with the game Day of Dragons?
no π¦
The game in question has a rather unique mechanic that locks certain players from launching the game. I aim to recreate the mechanic, but I want someone with more experience to double check my work.
And before you ask, no I do not own the game, so no legal issues could arise.
Strange mechanic
well, I've done semi professional reverse engineering, so to speak, so I'm curious how you actually lock the players π
You'd have to have some kind of Mac address or IP logging to check if that machine is booting the game? I was going to ask a question about something else but this is kinda Interesting
no issues here downloading VS 2017 Community from the Other Downloads page https://my.visualstudio.com/Downloads?q=visual studio 2017&wt.mc_id=o~msft~vscom~older-downloads
Well, can anyone tell me if it possible to get the eqs testing pawns query result in BP?
I'm toying with smart spawning
@grim ore? You know anything about this?
I have not used the EQS system π¦
@fallen marten Action RPG has some EQS https://cdn.discordapp.com/attachments/221798778208780288/674508317149626368/unknown.png I don't know is helpful to you
It seems like it's working now. I just opened a new project and it let me open it as a C++ project and it opened VS Code with it.
Sadly, my desktop is near-unusable while VS 2019 installs because it's hogging up every system resource it can. (Discord actually crashed when I just tried to switch to its window to say this a few minutes ago.)
Okay. Now that VS2019 is done installing, let's see if it UE4 cooperates.
New project is opening and UE4 opened VS Code with the new project open. Looks like everything is working now.
Isn't ~ tilde the console key in ue? Can't get it to open
My material is fixed 50% now.
Turns out there's some errors that i have to figure out
hm.
Can I actually do source control now when the project is still in progress?
Yes
Anything wrong here for the blueprint layer?
It only shows white, but without Layer 4 it works well.
Height calculation?
Wait, you mean the terrain?
Or is the height calculation in this blueprint?
This is the only material blueprint.
I'm just following a tutorial to make this system so i don't really know much about this one.
It's slope based from what i saw?
But when I remove layer 4, it works like this back
Yikes.
Oh.
Figured it out haha
My calculation.
You were right
I used a cube and saw that the cube was way below.
If I'm doing everything as 1 person.
I need automated systems to help haha
Yes yes.
I can't spend hours on that haha
I use a cube to tell if any terrain is below it
Huhuhu.
is Source control that necessary?
It really depends how much gray hair you want to have and how fast π
Source control can be as easy as regular zipping Your project, Or as as complex as using perforce, with github in the Mix π
@tender flume https://www.youtube.com/watch?v=JxXydvG4mlI
At the core of any successful project lies planning, tools, and execution. To reduce risk and improve collaboration between developers, agile teams often implement Version Control systems to record changes to files over time, allowing them to easily recall specific versions a...
Source control and version control are synonymous
or at least, they should be π
This looks confusing.
What's the purpose of this actually?
Is it some cloud storage to save your projects?
Regularly zipping your project is just backups, not version control
@plush yew
Nothing alike
Version control is not even about backups
It's about tracking changes and being able to unmake them years later in seconds
Yeah, I was just using a tongue-in-cheek broad example π
like from polygon to square, they are all shapes π
So serious answer to @tender flume : yes, you absolutely need version control for your project. It's entirely mandatory.
Huh.
If only because version control gives you two things :
- ability to see exactly what changed in our entire project since you last committed your progress
- ability to roll back to a random state of your project, even two weeks ago, feature by feature, to see where you went wrong
Like you'll definitely at some point create bugs, and you'll find that the bug has been there for a month
And the bug is very hard to understand
So you just pick older versions of your project and check if the bug is there, and you'll quickly find the change that actually made it appear
Pick a version control software, spend a few days learning how to use it, and then use it
Github is the easiest?
Gihub is one Git hosting provider
Git is definitely the hardest version control software
Wha.
It's also not great for game content at all, but it's a common choice because free hosting
Perforce is the industry reference, no free hosting
Git has a lot of free hosting solutions
GitHub and Gitlab are the most commonly used
Source control is the one that i'll need so i can rollback versions right?\
You also don't need hosting for version control
Because my current method to test new stuff is by copying and pasting the same project folders
Hosting is the backup part of version control, for if you computer burns down. It's not necessary.
The important part of version control is not that you can get free hosting on the Internet somewhere, the important part is that you can see your changes and roll them back. Any version control software works for that, for free
But is it enough to just have source control atm?
Source control and version control is the same thing
But you said one will burn?
What I said was that you only need backups for if your computer burns down
But you need version control always even if everything goes fine
Oo, so only version control is necessary?
Since they're both the same
Or are they different a little?
Definitely Git, but it's also definitely the hardest to learn, and it gives you a lot of room to make mistakes, so do spend a serious amount of time learning all you can.
Alright.
Plastic SCM was pretty painless for us...
Hi! I asked a question yesterday in #animation about ART for Maya but no one seems to know. So I'm just bumping here. I don't know how to point to a specific post, but it's not far up the line.
If UE is not involved somehow, you might as well have better luck trying on Maya community.
Most of my mistakes end up in blueprints.
Like I missed something to start an error,etc
Think not. mp3 has shitty license.
.wav supports.
The license is probably not the issue
But mp3 is lossy
So you never care about that for your content
You don't use lossy formats for your art
We're talking art production here. Lossy is a no go.
Whether your product releases with lossy compression is a completely different matter
Man your textures are lossy. Don't think some dudes will care more about this then.
No they are not
Not when they enter the engine, they aren't
Some of them never are
What you see is. So why not the audio.
"Why not have all your audio lose quality before it even enters the engine" ?
Because you don't need to
Dont get me wrong, I'm against lossy. Dont use it. I even dislike highly mp3. My point is that, lossy is poor argument for not to be used in many games. For aa or whatever, yeah why not.
And I'm telling you the reason UE4 doesn't support MP3 is because it's completely stupid
No man, just reading a tech discussion. The dude says its because of the license. Or was.
And I'm telling you it's not
The editor doesn't ship
So the license is irrelevant
Your MP3 is only a MP3 until milliseconds after you hit import
The Editor does not ship what? Mp3? So what? You need the damn encoder/decoder to use it.
Not in the final game
Who cares about the final now? Point was, can we use mp3 in the editor or no?
Yes, and my point it was generally because of the mp3 patent. And Using lossy format is something quite acceptable.
Look
After you import, the assets is a wave file
So just import a wave file
It's faster and results in better quality than your mp3
I mean if you can use Ogg/Opus which are lossy already...
No need to tell me. We talk about the asset import format support.
I mean I'm also for loselless.
Anyway, feel free to use JPEG for your textures too if you think that's not the dumbest idea in the world
No need, I would never. But have seen many jpg textures used already, lol
but but jpg is small and small is good!!!!
"This 1MB wave file is too big in my 45GB content folder, no MP3 support why ???"
Yeah, that true. Might be acceptable for some. I'm not familiar with the jpg compression, but you might even by as good as the unevitable bc compression - hence you won't have much of loss.
"How do I import JPEG for my 156MB PSD file ?"
BC compression is not inevitable at all
For most of your textures is. Depends on what you do ofc.
Lossy compression for textures in UE4 is not mandatory
i use uncompressed rgba. always
At all
if aaa titles can have 300gb, i can have it, too
Even if it was, you still do not want two different lossy compressions one after another because guess what, it makes it even worse
Same goes for sound
what sound compression does UE use under the hood?
i'm not even sure there is any
What makes sense is up to who makes the call. Yes, you likely will enter a lot of errors, but also yes. You may have nice mp3 you got for use as the only source and you wanna use it for your game - go use it.
If your only source for audio is a MP3 file, you're not the audience for UE4 so it doesn't matter really
Well, you know ue is not only for hi-fi products.
Quixel Megascan gives you jpeg files π
Ooops π
well you can get EXR files too
There we go
Also I do believe that UE might as well cook in loseless format. Ogg? Have to dig. Anyway, even if its loseless (edit: lossy), it pretty much depends on the compression what kind of quality you can have.
Lossless means there is no change in the data, so obviously it does not affect quality
That's the point of lossless
*lossy Sorry, typo up there.
Right
Still, you never want to pre-lossy-compress content that you know will be compressed again
Yeah, that understandable. Sources should be lossless.
(I actually don't know if UE4 has lossy compression for audio and my guess would be no)
ogg/opus I saw some dev commenting
Need to dig more, but another time. Not that I care now π
Well opus is lossy (ogg is a container)
Hello, does anyone know how Unreal handles mouse input? Does it communicates with the OS or with drivers? I was trying to send mouse movement events through windows user32.dll but unreal doesn't catch them, while it catches mouse click events
With the OS, always
hi @everyone can i just ask my questions over here ?
thanks @cloud cobalt ... I want to build a touchtable application and want to know if ue4 is capable of using more than 10 touch input points !?
Exr for president
With the OS, always
@cloud cobalt Then it should intercept events sent through this function https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-sendinput or what other reason there could be for it not receiving them?
Maybe it doesn't uses that particular function.
Additionally, UE4 only uses mouse when the cursor is visible
And mouse cursor handling is a nightmare, so I wouldn't expect a simple solution
Yeah that's for sure. if i run a webGL application it works as expected, while on the editor or a compiled windows application it doesn't. So I was thinking about the drivers
Sounds like you need to use a different method
You don't just "use the drivers"
There isn't like, a driver API
That's win32
That's quite unrelated AFAIK
No I mean I thought unreal would handle mouse and keyboards on its own without using the OS
That's not possible
And UE4 does, absolutely, use win32 for mouse cursor control
IIRC it's literally GetCursorPos, and SetCursorPos from win32
ah it's for the mouse cursor specifically? yeah it should be the values from the win32 events
Just read the engine code if you want to know how it does things, the source code is provided for that reason entirely π
That's interesting. Anyway the whole story is, I have this device with gyroscopes and other sensors and I wanted to use it to control a first person character in a 3D environment. I successfully control the cursor movement and mouse clicks outside the game, but inside it only gets clicks
Just read the engine code if you want to know how it does things, the source code is provided for that reason entirely π
@cloud cobalt True, but I had just 2 hours to find a solution so I thought it would be best to ask in here in this case :p
Getting mouse movement to work well in an UE4 game can be a matter of days so hacking the engine to control the mouse cursor outside of it for any game is... not going to work in hours
Like a lot of games are going to reset the mouse cursor themselves
I know I do
Yep true, the 2 hours thing was a choice made by others so nevermind. Thanks anyway for the support
The proper way here would be to write your own driver
And emulate a regular dumb HID mouse
This way, you won't ever have to worry about any particular game
Yeah we'll see if they want to invest money in this direction. I doubt π
Anyway, thanks again
Hey there - Can anyone tell me what spline input keys are?
@sharp willow It's a key that you input on a spline :D
e.g.
@plush yew thanks man π I'll have a look. It's a tough topic to get good Info on. I want to understand it further than the few eqs query's Ive collected along the way from other projects
@light lintel I don't quite understand your question. It's possible that I find it quite unlikely for the Emitter To be exclusively bound to the characters skeleton, I'm pretty sure you can add A particle system component to anything including but not limited to A character or a weapon actor. Maybe I misunderstood your question π
I want to know if ue4 is capable of using more than 10 touch input points under windows 10 !?
@fierce tulip that is your tutorial so you can probably answer that
Also #visual-fx
I would expect the trail to sit on the weapon. And then change per weapon asset
Well you can also make sure all your weapons have the same layout and bone hierarchy and then add the animtrail via code
There always ways too automate things
I was editing my firstperson gamemode bp, amd I just added to it and I wanted to make some changes to it when for some reason it changed to read only. I can't edit it anymore. anyone have an idea why and how to reset so I can edit it again
never mind I for got to exit the game, I guess it's to earlier in the morning for me
@light lintel Maybe something like this would give you an idea?
Guys i'm having problems in adding layers for my landscape
Tutorials say that must be a "plus" in the paint section
but i haven't
@light lintel This is from the Action RPG template. Perhaps you can take some time to study the weapons actor blueprint from this template, it may give you some ideas. The action RPG template is free from marketplace. I'm not an artist, I just do everything in C++, but I studied this template a bit, and some things randomly stuck with me π
I found it to be an amazing learning experience, but I may be interested in different systems than particles π
mostly I took my time to translate the blueprints into native C++ code, to understand how things work under the hood
evil, evil people π
That's one of the reasons I took my time to translate the blueprints to C++
so I can basically use my own reverse engineering process to understand what's happening
it was pretty slow at first, but then I got the hang of it, and it was better π
Hey guys having a big issue with unreal. Had to update to 4.24.2 and now it just keeps crashing over and over giving me this error
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0005 - 'REMOVED').
I tried everything I could think of to fix it but nothing seems to work. Right now I'm back on 4.22 on an old commit and everything seems fine but I'm not sure where to go from here.. My team isn't having any issue with the new version π
Feels so good to have optimised my terrain.
