#ue4-general

1 messages Β· Page 645 of 1

rancid lynx
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its quiet easy.

plush yew
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@fading vector yes? What can I do for you πŸ™‚ just remember I suck at blueprints πŸ˜„

fading vector
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It's alright, this isn't heavily blueprints

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its AI

fiery field
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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

plush yew
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And physics, and maybe other systems, damn, I'm just average haha

fading vector
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How do you feel about blackboards and behavior trees?

fiery field
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poor crypto, none of us can help

fading vector
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xD

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Its alright

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I'll be the helper soon

fiery field
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your beyond me atm

plush yew
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I feel very good about them, as long as there's no blueprints logic implemented, and all the actual logic is in C++ πŸ˜„

fading vector
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let me give you a look at this

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1sec

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My Blackboard

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thats the default moveto, which I know works

plush yew
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You can troubleshoot your behavior tree in real time, Simply start your game and move the BT window on the other monitor @fading vector

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You would see stuff happening

fading vector
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How did you know I had 2 monitors πŸ˜›

plush yew
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Just a wild guess

fading vector
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hahaha

rancid lynx
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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,

fading vector
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It's firing for sure

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Didn't know BT would show like a blueprint, thats nice

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I wonder why it wont move tho

plush yew
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To move you actually need an NavMesh volume

fading vector
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Yup, I have that. Forgot to tell you

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The AI has no blueprints either

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That is literally everything the AI has

plush yew
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Well, you told the tree what type of key to look for

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but you actually need to populate that key with an actual target of the class you specify

rancid lynx
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Joel, oh hey joel.. are you working on other VR games? your name looks familure

fading vector
plush yew
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because otherwise it would just return null, so silently fails

rancid lynx
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i should also tell you, blueprints act impressively like c++.

fading vector
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Thats the class of my character

plush yew
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that's how you set the type, not how you set the content

rancid lynx
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a basic understqanding of c++ will make learning blueprints muuch more impressively simple. the structures are the same.

fading vector
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Oh

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This is what it was set to

plush yew
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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

fading vector
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ohh

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so I can't set it before hand?

plush yew
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Service finds the target. Decorator checks for the target. If found, task to move is allowed

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that's the correct sequence of steps

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in your case, you just told what type of object is allowed to populate that specific key

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but the actual actor is found and set at runtime

fading vector
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This is what I followed

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I double checked my steps

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I did forgot to mention my AI controller

plush yew
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That is correct, you set the content of the key at begin play. I see nothing wrong now πŸ™‚

fading vector
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That's where I'm scratching my head

plush yew
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there is a target, there is a navmesh, Should be successful...

fading vector
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Sadly its not

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Let me make sure the begin play fires off

plush yew
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one sec

fading vector
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it did

plush yew
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Just to make sure that the navmesh is not the problem

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try A variation of UAIBlueprintHelperLibrary::SimpleMoveToLocation(this->GetPawn(), MyPlayer); In blueprints from the AI controller

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maybe on possess

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basically, when the AI controller possesses the NPC, it tells the NPC to move to the player location

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if successful, we know that the navmesh is not the problem

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I don't know it's equivalent in blueprints, but poke around a bit

fading vector
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Looking now

fiery field
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@rancid lynx forgot to mention, please send me a link, would be curious what an all-blueprint 1yr game looks like

fading vector
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@fiery field There technically is no such thingas all blueprint

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Unreal engine its self has some built in c++ features

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such as a basic movement system or physics etc

fiery field
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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

fading vector
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blueprints are nice but not fully versatile yet

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you can accomplish a ton

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but not as much xD

fiery field
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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 $$

fading vector
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@plush yew Got it

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It was an error on my end

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I dont have a player character

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I have a player pawn

rancid lynx
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@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

fiery field
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thx, would be fun!

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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?

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using that sample grass from ue4

rain hound
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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

fiery field
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i am pretty sure you need to open the blueprint for the texture to change its color

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that's all I know

rain hound
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i did that and im pretty sure that would be how you do it but all that is just beyond me atm

abstract relic
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Just use a hue shift node

normal burrow
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Yeah, could desaturate and multiply too

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Hue shift would give you better results

rain hound
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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

rain hound
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thanks my man ill check these out

rancid lynx
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P @rain hound mats tutorials are amazing. 200. Each 5minutes video explaining a new topic. You can learn all you need there.

weary basalt
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@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.

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I should have known better....

dim plover
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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
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UE4 didnt save my code yikes.

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I have to redo 5 hours of that huhuhu

plush yew
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@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

fallen marten
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Compile and save often

tender flume
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@plush yew There's nothing there.

fallen marten
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End of lesson

tender flume
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It's okay, 5 hours is nothing

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haha

plush yew
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ctrl+shift+s every 30 sec

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= Save All

tender flume
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Oh wow.

abstract relic
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delete /intermediate folder and set up source control πŸ‘»

normal burrow
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subversion git or perforce ASghost

tender flume
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Source control?

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What is that for

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Never touched or used once.

abstract relic
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It’s the first thing you should do when creating a project

tender flume
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Wha.

normal burrow
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It lets you time travel

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You just push history to it and can go back at anytime

abstract relic
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Pretty much

tender flume
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Huh.

normal burrow
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I feel that explanation is good enough

tender flume
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Git

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Hub

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Github!

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πŸ‘Œ

abstract relic
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Become a timelord

normal burrow
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Timelords, they don’t lose their project files.

tender flume
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They go back in time.

abstract relic
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Not only that

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Alternate dimension aka branches πŸ₯

tender flume
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πŸ‘Œ

normal burrow
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Timelords probably have timemerge from master πŸ₯

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For real though intermediate folder deletion works for a lot of weird issues on 4.24

tender flume
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That's weird.

fluid viper
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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 ’19 for Automotive, Epic Games’ 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...

β–Ά Play video
stark briar
dim plover
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Install debug symbols for more information.

stark briar
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Link?

plush yew
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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

honest vale
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@stark briar it's an install option for the engine in launcher

stark briar
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Yeah, got it

thin tendon
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Does anyone know how I can translate floats that change at runtime like in these slider bars?

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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.

stark briar
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@honest vale How should i use it?

fleet stirrup
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I found a clarification to a question I had earlier, regarding +X is forward in UE4

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So it looks like both +X and -Y are forward in Unreal, depending on context

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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."

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...

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in case anyone else was curious

stark briar
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@dim plover What should i do?

honest vale
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it's a mess @fleet stirrup

mossy nymph
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@stark briar go and cause the crash again, this time there will be more information in the crash report

stark briar
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Ok

fleet stirrup
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@honest vale also found this helpful note ...

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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."

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So it looks like for Skeletal Meshes, in Unreal +Y is forward

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But for all other actors, in Unreal +X is forward

honest vale
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I refuse to believe authoring systems don't have any options to transform the mesh and anims on export

fleet stirrup
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Unless, as the Unreal comments indicate, somtimes -Y is forward

honest vale
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I'm guessing it's more like "Someone made it like this 8 years ago and now it's too late to change"

fleet stirrup
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I don't mind πŸ™‚

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Just trying to understand all the scenarious

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If +Y is fwd for Skeletal meshes, I'm good with that

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If +X is fwd for Unreal cameras, I'm good with that too

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just so long as I know what's what

stark briar
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@mossy nymph now it doesn't show's crash report

fluid viper
fleet stirrup
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LOL

plush yew
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did a 5 hour gamejam yesterday

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lost 45 minutes on the fact that the sidescroller template has a problem with casting between actors

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i switched templates and casting worked immediately

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talking about ue 4.19 specifcally

honest vale
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probably user error πŸ˜›

glacial belfry
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Anyone has any info on how stacking RTX cards improves raytracing performance?

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We're looking into raytracing in UE4 and wondering if stacking multiple cards into a machine has a big effect

stark briar
plush yew
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I've been trying to fix it for hours

teal tulip
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Probably the mesh it too big for the resolution ?

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I had a lot of problems with DFAO so drop it

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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 ?

plush yew
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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

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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

teal tulip
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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

plush yew
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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

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If I look back at the barrel, it's just fine

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If I look at the barrel closer, it seems how it should originally

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Besides, every time I had to use df, I had to crank the resolution to get anything accurate

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And with that screenshot up there, my df was set to an astounding 4k setting almost

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At a res of 12 or so

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A huge overshot for something that didn't even work, even on that res

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I don't know, DF is just not ready

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Not in the least

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I found from a Google search hits back to version 17, I think, I thought it was a new feature?

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Either way, it's way too glitchy for me to even dare touch it with a stick anytime soon again

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What's with the beta setting though in render?

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SSGI

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Any good yet?

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@teal tulip btw, if you go more up, I wasn't only having issues with AO

teal tulip
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SSGI is just screen space, I had a huge cost drain from it

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You can scale the size to cut the cost to half, but I had like 15ms cost

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there is no a real GI solution for real time if you're looking for other than RT

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I made myself a 2 layered SSAO but the cost was too high as well and don't help at all on my purposes πŸ€”

grave nebula
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@plush yew Particular mesh of your is poor candidate for DF, as you would need insane resolution to capture details.

serene birch
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seems like your mesh is too thin and you need to increase the distance field resolution for it

honest vale
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that's in the architecture starter scene

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the mesh that is

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it has too much negative space in it for the per mesh DF to be any good

serene birch
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I guess you could split it in smaller meshes that individually work better πŸ™‚

honest vale
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would be nice if the engine automatically did something like that when computing distance fields πŸ€”

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like, it would decompose meshes into axis aligned boxes and use those for computing individual smaller distance fields for the mesh

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instead of just using the actual mesh bounds

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don't know how distance fields exactly work though so I'm not sure if that makes sense πŸ˜„

lapis vine
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You mean kind of adaptive resolution? Not bad as an idea, but might as well bork down the performance even further.

serene birch
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more like

honest vale
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yea I don't know how the "plop the mesh distance field to world space distance field" thing works

lapis vine
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its combo of mesh ones

serene birch
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how you sometimes want to split a non convex polygon into multiple convex ones

honest vale
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yea and isn't there an upper limit to the number of mesh DFs inside the world DF?

lapis vine
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Not sure, but your memory/perf is the limit.

fierce forge
heady moon
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anybody knows a solution

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Wow microsoft

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it is down for several users

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Mk

swift hearth
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@fierce forge wouldn't that have to be done with a diffuse map?

fierce forge
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?

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i want it to have some locations with a different color , how i can do this ?

lapis vine
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Do you know what is texture and is used in materials?

swift hearth
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Have you worked with materials before?

fierce forge
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yes

lapis vine
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That too. Check out some tutorials for UE materials. There would be tons of them, I can't link you one specific though.

fierce forge
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i want to use a ue4 texture

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i think you don't know what i want to do

swift hearth
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I'd take the texture to photoshop (or something similar) and edit the colors there, then take it back to unreal

fierce forge
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and how i can make the circles bigger or smaller ?

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without size

lapis vine
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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.

swift hearth
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Is this material going to be an animated one? Like, you want the shaped to change in size while in play?

fierce forge
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no

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like dissolving

swift hearth
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I'd suggest what ryobg is saying and find a tutorial.

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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

thick herald
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Sounds more like decals.

turbid wigeon
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Hey, guys.

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Anyoe know why I might not be able to see the gizmos for the Two Bone IK node in the viewport?

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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.

frail sail
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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.

plush yew
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does dxdiag informatino save my ip or mac? or any other unique information which tells that this is THIS pc and not another pc?

swift hearth
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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.

tawdry storm
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@frail sail can you show the "build settings" under the LOD0 tab?

frail sail
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sure one sec

swift hearth
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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

tawdry storm
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@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.

frail sail
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i see. also i can set to 1 at 4.20 version. maybe that another one bug for 4.24

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why all bugs exist in this version cryrage

tawdry storm
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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

frail sail
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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

vocal island
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hello, i have a problem, when i press play it just stays black.. its not showing the camera view

tawdry storm
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yikes

lapis vine
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@vocal island That kinda really not enough info of your problem. Try with another project πŸ˜„

vocal island
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I just tried with a different level and it worked fine

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I am not far at all and just learning so I don't mind at all to restart

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But that's just running away from my problems

lapis vine
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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.

tawdry storm
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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?

plush yew
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Anyone know of any SDKs or software that provide player supervision as anticheat that works with unreal?

fallen gust
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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?

swift heart
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Hi guys,
I just wondering is it okay to bake openworld game? what pros and cons?

lapis vine
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Not familiar with these courses, but if you covered some why not put it in practice? @fallen gust

swift heart
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because I have a town there and want to get best lighting

fallen gust
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@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

lapis vine
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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.

fallen gust
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aight! thanks for the input, appreciate it. i want to touch at some point some c++, maybe not the right time atm

lapis vine
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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 πŸ™‚

grave nebula
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@exotic matrix Yeah, I can. But do I have to ?

bold belfry
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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.

cloud cobalt
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Blueprints are the recommended tool to create your games so yeah

normal burrow
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Learning blueprints can help understand c++. Engine works similarly on both fronts

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Same goes for c++ and blueprints. They aren’t extremely separated

fallen gust
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Great! Thanks guys

tawdry storm
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does that mean I can call myself a programmer if I use blueprints? my co-workers always laugh at me 😦

polar hawk
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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

midnight root
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@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.

worn granite
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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

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I love it

grave nebula
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Tutorials should be seamless, without pauses. So getting started with UE4 should involve watching whole download.

polar hawk
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I want to start by making people install dosbox

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and in the middle I want them to have to make a quake map

thick herald
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Tutorials in the style of Zero Punctuation πŸ˜„

normal burrow
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back to basics

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qrad

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i made a quake 2 map for social studies in 2001 and got a D

thick herald
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D for dope?

normal burrow
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sure

thick herald
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totally dope dude

grave nebula
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Kind Sir, but how social studies and quake 2 are interconnected ?

normal burrow
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tbh, i can't remember haha

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but i had made trees and a skin for the main character, brought my computer in to class. d for effort i guess

grave nebula
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Unless the topic is something like "Effects of rocket explosions in confined spaces on mutant behavior patterns".

serene birch
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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

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whether they are alive or not to do it was affected though πŸ˜›

normal burrow
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believe it had something to do with colonies, america

crystal ruin
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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 ?

crude vessel
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Make a ue4 tutorial that starts with compiling the room source code and make sure undo half your work halfway through.

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"oops I made a mistake but this is good because you learn to debug"

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furious clicking and muttering for 15 minutes

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"well I can't get this to work but it wasn't important anyway so nevermind"

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True story

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My favorite part about tutorials is never explaining why you do anything.

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No theory, nothing, just copy what I do!

crystal ruin
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@crude vessel IKR !!!!

crude vessel
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@crystal ruin I just swapped the hand or arm meshes with a version with gloves using master pose but that's just me

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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

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I suppose you could mask the material but that seems the worst of both worlds really

plush yew
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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

grim ore
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it sounds like the input mode is set to UI and Game mode instead of just Game Mode

plush yew
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ok I will try to find it and I will screenshot

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@grave nebula what the heck am I supposed to use DF on then?

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I mean, you'd think a god damn tree was more costy and detailed than a low-poly mesh like that

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Unreal Engine started crashing every half of hour,can I set something to avoid it?

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@serene birch increase the res even more than 12? ._.

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@honest vale negative space?

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You mean empty space?

heady moon
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@plush yew does it crash when you open a certain project or any project?

plush yew
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Idk, I thought about using DFAO, it looked quite nice on the cherry picked example they shown on the page for it

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UE makes all their features, even if they are the weirdest, glitchiest, most pain in le arse thing to set up look good

serene birch
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well the mesh you used is pretty hard to compute the DF for

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you know on the distance field doc pages they mention checking the DF computed per mesh if it's correct or not

plush yew
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What resolution would that even need, I mean, the size literally told me 3600 in a part

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2k something in the other

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Checking?

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How would I even check?

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I mean, I visualize, I thought that's what checking was

tender flume
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5 hours of previous work was done

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but then i found out 5 more hours of work was lost too

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so another 5 hours to spare later.

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🍚

serene birch
#

if you can't raise the resolution enough, your mesh is a "bad" case for distance fields I guess πŸ™‚

#

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

plush yew
#

It's not even glass, just empty space

#

That is horrendously weird tech though, I almost don't even see the point

tawdry storm
#

but Stof, in your example they didn't split anything, they just increased the DF resolution

serene birch
#

well the glass isn't part of the mesh in a sense for me πŸ˜› 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―_(ツ)_/Β―

plush yew
#

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.

tawdry storm
#

this hasn't to do with the texture @plush yew

plush yew
#

I don't know if a GPU is gonna handle a project of this, man

tawdry storm
#

the distance field mesh that's generated might be too low res

plush yew
#

Distance field calculates a texture, saves it to disk or gpu, I'm guessing

tawdry storm
#

did you increase the Distance Field Resolution Scale in the mesh itself?

plush yew
#

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

serene birch
plush yew
#

I wasn't talking lightmap before, j literally increased the DF to 12

serene birch
#

all those small details are basically the worse case scenario for distance fields I feel

plush yew
#

A whopping 3600x2400x600 resolution of a DF texture

serene birch
#

that would start causing performance issues I bet anyway

plush yew
#

70+ fps without post processing volume

#

Moment I plopped the damn thing in, it went 42

serene birch
#

you didn't enable 8bit mesh distance fields btw?

plush yew
#

Nope

serene birch
#

cause it will only make the problem worse

plush yew
#

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

honest vale
#

yea you can't use that building with DF

serene birch
#

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.

honest vale
#

just forget it πŸ˜„

plush yew
#

Both for DFAO, and DFShadows

#

I always enable two sided

#

Otherwise it's a mess

serene birch
#

basically, thin surfaces can fall in the holes between the distance field 3D voxels πŸ˜›

plush yew
#

Especially with the barrel

serene birch
#

it's like you try to render a thin line in a 2D grid without AA

plush yew
#

Idek

serene birch
#

a mesh distance field is a 3D texure where each tile/voxel stores the distance from itself to the mesh

tawdry storm
#

yeah I would bet on too big a mesh with too small parts at this point

plush yew
#

Res 12, improved lightmap even on the ground and itself to rule out any lightmap issues, two sided

#

Idk

heady moon
#

@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?

serene birch
#

and the renderer will manually raytrace inside that 3D texture to see if the ray collided with the mesh or not

tawdry storm
#

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

plush yew
#

Even tried on this small barrel that was just broken, and had parts out of it and stuff

serene birch
#

pretty sure DF are used for dynamic shadows only no? not for lightmaps anyway πŸ™‚

plush yew
#

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

serene birch
#

DF doesn't like thin details

plush yew
#

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

tawdry storm
#

oh so the third screenshot is the generated DF mesh?

plush yew
#

If I'm 5 feet away, it's just gone, might as well be artifacted AO

#

Third is AO, second is the DF

serene birch
#

isn't that just an issue with setting Occlusion Max Distance?

plush yew
#

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

serene birch
#

well try it with a mesh that isn't a worse case scenario for DF πŸ˜›

plush yew
#

But, still, come on

#

I tried it with the barrel

serene birch
#

if the barrel is hollow, it'll still be bad

plush yew
#

Res 3

#

Two sided

#

What, how is that bad

#

Ofc it's hollow, it's broken

serene birch
#

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

plush yew
#

What's the point of raytracing it, and not even getting a good result, I mean, that's kind of it's job

serene birch
#

performance? it's doing a form of raytracing (raymarching) that works on non RTX GPUs

#

if you want full raytracing just get a 2080 πŸ˜›

tawdry storm
#

well it makes a voxel based mesh to be a more efficient calculation

zealous spear
#

hello, how do i stop a viewport animation so i can adjust something?

tawdry storm
#

that comes with drawbacks

serene birch
#

yeah: quantization errors

plush yew
#

Okay, just let me show you instead

tawdry storm
#

@zealous spear is this a sequencer animation? then there should be a pause button at the bottom of the viewport

plush yew
#

Idk wth happened with it going more dark than it was, but, it did happen

#

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

thick herald
#

@zealous spear press the pause icon within the animation, in Persona

zealous spear
#

i fixed it already, thanks

plush yew
#

Yeah, seirei answered

#

Also, @tawdry storm your pfp reminds me of super Mario, and idk why

tawdry storm
#

@plush yew that's because it is. It's the female version of boo from that super crown meme πŸ˜„

plush yew
#

Oh

#

I knew I saw that crown somewhere in my early ages before 10 years

austere scroll
#

is it possible to change from STATIC MESH to SKELETAL MESH without exporting and re-importimg

tawdry storm
#

@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 πŸ˜„

tender flume
#

I felt so good that my work earlier on broke

#

or else I wouldnt discover bugs.

lament saddle
#

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

unique kraken
#

hey guys, im wondering if i can adjust the anim speed of a specific anim based on the walk speed/ velocity

minor flint
#

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

tender flume
#

Is there a quick way to build lighting?

plush yew
#

HELP PLS

abstract relic
#

You can set target quality to something lower. Level streaming can also help.

normal burrow
#

gpu lightmass is a thing but i wouldn't know where to start on explaining how to use that

plush yew
#

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

normal burrow
#

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

tender flume
#

@normal burrow Send help for WM.

normal burrow
#

the one that takes a scene component as target and scene component as destination

plush yew
#

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.

normal burrow
#

any error?

plush yew
#

any error?
@normal burrow Nope

heady moon
#

@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.

edgy halo
#

what are my options for having a shared data cache non locally? so my team can use the same cache as me

tribal nova
#

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?

grim ore
#

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)

tribal nova
#

tomatoes?!?!

latent flume
#

Hi. Is there anyway to dynamically move a culling volume to a new location?

tribal nova
#

Worked thank you!

pallid talon
#

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?

normal burrow
#

how confident are you that your casting to the parent type?

pallid talon
#

@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.

normal burrow
#

is AI_Car_Source not a Vehicle?

pallid talon
#

So that break works when the Parent is hit.

#

But if a Child of "Ai_Car_Source" is hit, it fails.

normal burrow
#

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

pallid talon
#

Ok

normal burrow
#

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

pallid talon
#

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.

normal burrow
#

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

plush yew
#

People can resell free Assets if they add something on it?

pallid talon
#

Nothing, the trace didn't come back with a hit on the child.

normal burrow
#

what happens when the child is in front?

pallid talon
#

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.

normal burrow
#

i want you to verify that your child version is being returned

#

if its not, the problem is somewhere else

pallid talon
#

Just did a print string, it is getting returned...

#

Hmm..

normal burrow
#

the child?

pallid talon
#

Yes.

#

A hit was registered...

normal burrow
#

if that actual cast fails it could only mean that its not of that type

pallid talon
#

I think I see what's going on.. Going to test a few things. Thanks for helping me in the right direction!

normal burrow
#

sure thing

solid maple
#

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)?

normal burrow
#

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

plush yew
#

@normal burrow is there any place i can read about this BluePrint Tree components

#

Just to know them better

normal burrow
#

a tree component?

#

or you mean the component list?

plush yew
#

i dk what is it called

#

where you do the Idle to run etc..

plush yew
#

Yup thats it thanks mate

solid maple
#

thanks @normal burrow

plush yew
#

I opened up epic launcher to see Blender to Unreal Tools and a tear of happiness came to my eye.

stuck steeple
#

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...

coral shoal
#

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

plush yew
#

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

stuck steeple
#

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

silver yoke
#

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.?

plush yew
#

well there is the top down template from unreal @silver yoke @stuck steeple

silver yoke
#

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

plush yew
#

well there is nothing to loose on pulling the trigger its a free template

silver yoke
#

yeah but a building is only as good as it's foundation

plush yew
#

how did kids make u change a engine? XD

silver yoke
#

I didn't get that far

plush yew
#

well a building in only as good as the builder who built it.

tender flume
#

Anyone here knows why my landscape paints white only?

#

Other materials work.

#

Will try to fix tomorrow and see how it goes hm

silver yoke
#

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.

plush yew
#

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

silver yoke
#

thank you

normal burrow
silver yoke
#

oh that's actually useful as well for exposition and tutorial, thanks

plush yew
#

i just discovered a new source of knowlegde aswell thanks

#

well focused

#

answered

silver yoke
#

oh yeah I can probably leverage half of this RPG template stuff

pale forge
#

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

silver yoke
#

@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.

plush yew
#

talking about the one provided by epic

#

action rpg by epic games

silver yoke
#

got it thanks

brazen hull
#

got a problem where I cant sculpt taller

#

it like stops at a max heiht

#

height

#

this is max height

patent tusk
#

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.

plush yew
#

if i may ask what is the diff between 2

stuck chasm
#

Does anyone know why my oculus go remote trigger is not responding (only in ue4 launch)?

rotund scroll
#

@plush yew so actually, if you read the small size text on both of those they actually tell you exactly what they are

wintry wing
#

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

grim ore
#

@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

ruby ocean
#

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?

wintry wing
#

@grim ore which setting are you looking for. For the canvas?

silver yoke
#

any way to make a hollow cylinder in engine or do I need to make a model?

tawdry storm
#

There are modelling tools in the newer versions, but I'd say just do it quickly in a modelling tool

silver yoke
#

oh I see you have to edit it from the content window

wooden leaf
#

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

fading vector
#

Could someone lend me a hand with this AI script? It works fine just want to re-write it to be more efficient

fleet scroll
#

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

grim ore
#

@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?

wintry wing
#

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

grim ore
#

thats what It looked like, what is the settings on the inner canvas panel

wintry wing
#

So itll anchor to the center somehow.

#

Currentlt looks like this

grim ore
#

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?

wintry wing
#

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.

grim ore
#

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

wintry wing
#

Ok let me give that a shot.

grim ore
#

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

fading vector
#

I reposted my q in #gameplay-ai if anyone could lend me a hand, I'd be very grateful πŸ™‚

tough sierra
#

Does anyone know if its possible to edit / paint on landscape layers during runtime?

wintry wing
#

Aha! yes that centered it

#

Thank you so much

abstract relic
#

People build their own solutions for real-time landscape sculpting as far as I’ve seen.

winged crypt
#

Any way to change a particle's warm-up time on a per-instance basis?

#

Not sure if possible via BP

normal burrow
#

niagara?

winged crypt
#

cascade

#

or you mean I should use Niagara

#

got around it by using a warm-up time + a delay range in cascade, thankyou though πŸ‘Œ

normal burrow
#

nah was asking which, but yeah

stuck chasm
#

Does anyone know why my oculus go remote trigger is not responding (only in ue4 launch)?

grim ore
#

Are you testing it with anything other than print string in device? Print string does not work well with VR on device

stuck chasm
#

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

grim ore
stuck chasm
#

404

grim ore
#

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

tough sierra
#

@abstract relic I'm more so interested in painting landscape layers (for your landscape material during runtime).

stuck chasm
#

You were right it uses oculus touch, thanks alot @grim ore for being here and taking time out of your day to help everyone

thin tendon
#

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

weary basalt
#

Collpased nodes means your Reference Viewer settings arent deep/wide enough to show all references.

thin tendon
#

thanks

#

That helped soo much found the problem straight away

lilac wedge
#

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)

plush yew
#

@lilac wedge Do you mean to change the permissions in the OS? which OS?

lilac wedge
plush yew
#

You got it! πŸ™‚

blissful trail
#

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

#

?

tawdry heath
#

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

lilac wedge
#

@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?

blissful trail
#

i have a really cheep $5 mouse

#

i got it used on ebay

ruby bloom
#

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.

grim ore
#

using it for projects or to compile source?

ruby bloom
#

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.)

grim ore
#

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

ruby bloom
#

I did that. And when I tried to generate the project file, it gave me an error saying I need Visual Studio 2017 installed.

grim ore
#

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

ruby bloom
#

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."

grim ore
#

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

ruby bloom
#

As far as I can tell, it is installed, but I'll double check.

grim ore
#

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

ruby bloom
#

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.

plush yew
#

@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

ruby bloom
#

All of my attempts to find it kept redirecting to 2019 installers.

plush yew
#

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

ruby bloom
#

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.

plush yew
#

Unrelated issues πŸ™‚

#

@ruby bloom

ruby bloom
#

It's not even letting me make a C++ project because it doesn't think I have VS 2017.

plush yew
ruby bloom
#

(Well, I don't now.)

plush yew
#

Let's focus on opening the C++ project in vs2017

#

so let's go through some checkboxes

ruby bloom
#

I'm having to reinstall VS right now.

plush yew
#
  1. do you need to use vs2017 Exclusively, or 2019 works just as well?
ruby bloom
#

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..

plush yew
#

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++?

ruby bloom
#

Mostly on C++ as I have experience with C# and C.

plush yew
dusty scroll
#

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?

tawdry heath
#

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"

ruby bloom
#

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.

plush yew
#

@tawdry heath Double check your weapon attachment, in C++ would be something like
CurrentWeapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, "hand_rSocket");

tawdry heath
#

what

#

so it's the attack to component part?

#

attach*

dire crow
#

Can anyone join me in Support? I want to discuss something that is rather sensitive.

plush yew
#

@dire crow It's a public channel, what would be the topic? πŸ™‚

dire crow
#

Are you familiar with the game Day of Dragons?

plush yew
#

no 😦

dire crow
#

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.

fallen marten
#

Strange mechanic

plush yew
#

well, I've done semi professional reverse engineering, so to speak, so I'm curious how you actually lock the players πŸ™‚

fallen marten
#

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

grim ore
fallen marten
#

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?

grim ore
#

I have not used the EQS system 😦

fallen marten
#

Aww bugger

#

No worries πŸ™‚

plush yew
ruby bloom
#

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.)

ruby bloom
#

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.

calm widget
#

Isn't ~ tilde the console key in ue? Can't get it to open

tender flume
#

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?

uncut vigil
#

Yes

tender flume
#

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?

plush yew
#

It really depends how much gray hair you want to have and how fast πŸ˜„

tender flume
#

Huhuhuhu but is there any tutorial for it?

#

I'm confused.

plush yew
#

Source control can be as easy as regular zipping Your project, Or as as complex as using perforce, with github in the Mix πŸ™‚

#

Source control and version control are synonymous

#

or at least, they should be πŸ˜„

tender flume
#

This looks confusing.

#

What's the purpose of this actually?

#

Is it some cloud storage to save your projects?

cloud cobalt
#

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

plush yew
#

Yeah, I was just using a tongue-in-cheek broad example πŸ™‚

#

like from polygon to square, they are all shapes πŸ™‚

cloud cobalt
#

So serious answer to @tender flume : yes, you absolutely need version control for your project. It's entirely mandatory.

tender flume
#

Huh.

cloud cobalt
#

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

tender flume
#

So what do I need to do?

#

Just source control?

cloud cobalt
#

Pick a version control software, spend a few days learning how to use it, and then use it

tender flume
#

Github is the easiest?

cloud cobalt
#

Gihub is one Git hosting provider

#

Git is definitely the hardest version control software

tender flume
#

Wha.

cloud cobalt
#

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

tender flume
#

Oh, free hosting then.

#

Github?

cloud cobalt
#

Git has a lot of free hosting solutions

#

GitHub and Gitlab are the most commonly used

tender flume
#

Source control is the one that i'll need so i can rollback versions right?\

cloud cobalt
#

You also don't need hosting for version control

tender flume
#

Because my current method to test new stuff is by copying and pasting the same project folders

cloud cobalt
#

Hosting is the backup part of version control, for if you computer burns down. It's not necessary.

tender flume
#

but with (2) added.

#

Which won't burn this 840m?

cloud cobalt
#

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

tender flume
#

But is it enough to just have source control atm?

cloud cobalt
#

Source control and version control is the same thing

tender flume
#

But you said one will burn?

cloud cobalt
#

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

tender flume
#

Oo, so only version control is necessary?

#

Since they're both the same

#

Or are they different a little?

cloud cobalt
#

They're the same thing.

#

Just different words for it

tender flume
#

Ohoho.

#

Which is most used?

#

Easy to find tutorials on, so on and forth

cloud cobalt
#

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.

tender flume
#

Alright.

glacial pecan
#

Plastic SCM was pretty painless for us...

silk delta
#

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.

lapis vine
#

If UE is not involved somehow, you might as well have better luck trying on Maya community.

silk delta
#

It's Unreal's ART tools.

#

Stands for Animation & Rigging Toolkit.

tender flume
#

Most of my mistakes end up in blueprints.

#

Like I missed something to start an error,etc

lapis vine
#

Think not. mp3 has shitty license.

tender flume
#

.wav supports.

cloud cobalt
#

The license is probably not the issue

#

But mp3 is lossy

#

So you never care about that for your content

lapis vine
#

Whether its lossy should matter even less.

#

But I don't know really.

cloud cobalt
#

You don't use lossy formats for your art

lapis vine
#

Bah... wait and see.

#

Think most pop services are mp3 based, or where.

cloud cobalt
#

We're talking art production here. Lossy is a no go.

#

Whether your product releases with lossy compression is a completely different matter

lapis vine
#

Man your textures are lossy. Don't think some dudes will care more about this then.

cloud cobalt
#

No they are not

#

Not when they enter the engine, they aren't

#

Some of them never are

lapis vine
#

What you see is. So why not the audio.

cloud cobalt
#

"Why not have all your audio lose quality before it even enters the engine" ?

#

Because you don't need to

lapis vine
#

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.

cloud cobalt
#

And I'm telling you the reason UE4 doesn't support MP3 is because it's completely stupid

lapis vine
#

No man, just reading a tech discussion. The dude says its because of the license. Or was.

cloud cobalt
#

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

lapis vine
#

The Editor does not ship what? Mp3? So what? You need the damn encoder/decoder to use it.

cloud cobalt
#

Not in the final game

lapis vine
#

Who cares about the final now? Point was, can we use mp3 in the editor or no?

cloud cobalt
#

No, you can't, and you shouldn't want to

#

It's pointless and dumb

lapis vine
#

Yes, and my point it was generally because of the mp3 patent. And Using lossy format is something quite acceptable.

cloud cobalt
#

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

lapis vine
#

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.

cloud cobalt
#

Anyway, feel free to use JPEG for your textures too if you think that's not the dumbest idea in the world

lapis vine
#

No need, I would never. But have seen many jpg textures used already, lol

sudden agate
#

but but jpg is small and small is good!!!!

cloud cobalt
#

"This 1MB wave file is too big in my 45GB content folder, no MP3 support why ???"

lapis vine
#

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.

cloud cobalt
#

"How do I import JPEG for my 156MB PSD file ?"

#

BC compression is not inevitable at all

lapis vine
#

For most of your textures is. Depends on what you do ofc.

cloud cobalt
#

Lossy compression for textures in UE4 is not mandatory

sudden agate
#

i use uncompressed rgba. always

cloud cobalt
#

At all

sudden agate
#

if aaa titles can have 300gb, i can have it, too

cloud cobalt
#

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

sudden agate
#

what sound compression does UE use under the hood?

cloud cobalt
#

i'm not even sure there is any

lapis vine
#

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.

cloud cobalt
#

If your only source for audio is a MP3 file, you're not the audience for UE4 so it doesn't matter really

lapis vine
#

Well, you know ue is not only for hi-fi products.

serene birch
#

Quixel Megascan gives you jpeg files πŸ˜›

lapis vine
#

Ooops πŸ˜„

cloud cobalt
#

Incompetence at its height

#

jpg isn't even a good lossy format

serene birch
#

well you can get EXR files too

cloud cobalt
#

There we go

lapis vine
#

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.

cloud cobalt
#

Lossless means there is no change in the data, so obviously it does not affect quality

#

That's the point of lossless

lapis vine
#

*lossy Sorry, typo up there.

cloud cobalt
#

Right

#

Still, you never want to pre-lossy-compress content that you know will be compressed again

lapis vine
#

Yeah, that understandable. Sources should be lossless.

cloud cobalt
#

(I actually don't know if UE4 has lossy compression for audio and my guess would be no)

lapis vine
#

ogg/opus I saw some dev commenting

#

Need to dig more, but another time. Not that I care now πŸ™‚

cloud cobalt
#

Well opus is lossy (ogg is a container)

plush yew
#

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

cloud cobalt
#

With the OS, always

peak blade
#

hi @everyone can i just ask my questions over here ?

cloud cobalt
#

How it does it is another question

#

"everyone" is disabled here

#

Just ask

peak blade
#

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 !?

normal burrow
#

Exr for president

plush yew
cloud cobalt
#

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

plush yew
#

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

cloud cobalt
#

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

serene birch
#

there's little more info on the topic though I feel

cloud cobalt
#

That's quite unrelated AFAIK

plush yew
#

No I mean I thought unreal would handle mouse and keyboards on its own without using the OS

cloud cobalt
#

That's not possible

#

And UE4 does, absolutely, use win32 for mouse cursor control

#

IIRC it's literally GetCursorPos, and SetCursorPos from win32

serene birch
#

ah it's for the mouse cursor specifically? yeah it should be the values from the win32 events

cloud cobalt
#

Just read the engine code if you want to know how it does things, the source code is provided for that reason entirely πŸ˜›

plush yew
#

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 πŸ˜›
@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

cloud cobalt
#

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

plush yew
#

Yep true, the 2 hours thing was a choice made by others so nevermind. Thanks anyway for the support

cloud cobalt
#

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

plush yew
#

Yeah we'll see if they want to invest money in this direction. I doubt πŸ˜›

#

Anyway, thanks again

sharp willow
#

Hey there - Can anyone tell me what spline input keys are?

plush yew
fallen marten
#

@plush yew thanks man πŸ‘ 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

plush yew
#

@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 πŸ™‚

peak blade
#

I want to know if ue4 is capable of using more than 10 touch input points under windows 10 !?

regal mulch
#

@fierce tulip that is your tutorial so you can probably answer that

#

I would expect the trail to sit on the weapon. And then change per weapon asset

regal mulch
#

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

wooden leaf
#

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

plush yew
brave shard
#

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

plush yew
#

@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 πŸ™‚

#

I found it to be an amazing learning experience, but I may be interested in different systems than particles πŸ™‚

#

mostly I took my time to translate the blueprints into native C++ code, to understand how things work under the hood

#

evil, evil people πŸ˜„

#

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 πŸ™‚

lone citrus
#

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 πŸ˜“

tender flume
#

Feels so good to have optimised my terrain.