#ue4-general

1 messages Β· Page 650 of 1

exotic cave
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It super does

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It's going to cause you problems no matter what because you're going to find that unless you do a double depth pass, she's not going to render properly with regard to other transparent objects, and maybe even her own backfaces or overlapping polygons

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Try turning it off, please. What is telling you it's "supposed to be on"?

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I've been dealing with some similar problems with regard to the grass I'm working on, for what it's worth. Transparent polygons do not follow normal depth-order rules. They can definitely cause your color to go off, especially if transparent polys start laying on top of each other and/or overdrawing.

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Where did this girl come from? Is this your work or some kit you're using or model you bought?

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Unless you take major precautions then other transparent objects that are supposed to be behind her will end up in front of her

unique kraken
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its all mine from scratch

exotic cave
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Aight, so what makes you think it's supposed to be on?

abstract relic
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You're being way too patient Cali. Throw a plug to your project or at least dm me it.

carmine garnet
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it is all his from scratch, i was there when he was posting WIPS

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remember

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meeeee

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from the blender server

abstract relic
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Or anything for me to thumbs up. Artstation or whatever πŸ˜›

carmine garnet
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@unique kraken

exotic cave
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LMAO, haha, I was going to post screenies earlier, then evilmrfrank and koola got a plug from one of the Epic staff

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I'll take it on the cuff @abstract relic , for when I stop sucking enough to exist in the same chatroom with those two πŸ˜„

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But thank you!

unique kraken
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ye

exotic cave
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Any luck with turning transparency off?

polar hawk
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flip it on and off extremely rapidly

exotic cave
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Oh god, mods are trolling xD

unique kraken
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turning off will defeat all purpose and its not the cause of the color change

exotic cave
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How can it possibly though?

polar hawk
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the goal is to achieve the same state of when you hold a light switch in the middle of its movement and you hear the electricity arc and light your house on fire

exotic cave
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@polar hawk : But if I tell him to turn his computer on and off 1000 times rapidly until it bursts into flame, he might blame me xD

polar hawk
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internet offers no warranty

abstract relic
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not much change in attitude

exotic cave
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@unique kraken : I really do have to get back to my own project and then get to sleep soonish...I promise you dude, transparency can really really affect your colors

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You can tell me what "all purpose" is, and why you have to have it on, but you better do it within like 5 more minutes

polar hawk
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my favorite is when you have something transparent with 100% opacity and it is still see through

abstract relic
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my favourite is when you have forward rendering on

exotic cave
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@polar hawk : I found that happening with subsurface scattering turned on. Apparently UE can be a bit unclear on "light scattering" versus "the background just kinda goes through"

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I must however add a qualifier that as a Unity refugee, I am madly in love with UE even though I completely suck at it still

kindred viper
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my favourite is when you have eye adaptation on, but you also have glaucoma.

polar hawk
exotic cave
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UE has its quirks no doubt, but it fundamentally Doesn't Suckℒ️ in ways that I can't say the same of for its competitors

polar hawk
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it definitely sucks in unique ways

normal burrow
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editor side is like

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want to make a window with a viewport?

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blam, 12 source files needed

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but i prefer those quirks over ones that prevent stuff from getting done

exotic cave
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Ehhhhh....Unity custom editors are not the easiest to work with either

polar hawk
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want to drive behavior from the CMC?

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uhhhh

abstract relic
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Still gotta get around to playing with that random add gif to the taskbar feature πŸ€”

normal burrow
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for real.

abstract relic
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sparkles

normal burrow
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custom editors in ||unity|| aren't fun either yeah.

kindred viper
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I joined a unity group so I could absorb the info by osmosis in case I wanted to use it sometime. But what I did absorb made me never want to use it ever. ever.

exotic cave
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Do we not speak that name here? Do I need to bust out the spoiler tags too? πŸ˜„

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@kindred viper : I've wasted years of my life 😒

normal burrow
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I just know some people feel sick when they see the word (I may be in this group of people)

exotic cave
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Their shadows and AO are just not stable

kindred viper
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I used to be a web dev and flash guy. I know the feeling

exotic cave
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They probably never will be no matter how hard I try

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I knew I should have gone with UE from the start, but not-to-be-named competitor was "easier"

normal burrow
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They make things "easier" but impossible to finish

abstract relic
exotic cave
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@normal burrow : YES

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Whatever I'm doing in UE may take a few days to set up, but I only have to do it once if I did it right

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It just feels so grownup

normal burrow
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Its calming really

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yeah

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its like, things are actually going to be okay.

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I wont have to redesign this thing immediately.

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It will work.

kindred viper
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I've simply gone too far with it now to move on to another engine. It would be like slapping myself in the face

exotic cave
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@normal burrow : It's funny because even 14 years ago at E3 I was hearing that about Tim Sweeney's code

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Stuff like "Yeah, most people in the industry plan to do engine revs every 2-3 years...except Tim Sweeney"

normal burrow
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lol πŸ˜‚

exotic cave
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I πŸ’© you not

normal burrow
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I still think its funny structs are prefixed float

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yeah

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Unreal takes a lot more understanding on how it wants to work

exotic cave
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Now that I'm past the learning barrier it feels so wonderful

kindred viper
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it definitely does in terms of engine mods. I thought the gameplay elements were really simple though

exotic cave
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Even learning the hard stuff is cool because I constantly see how unlimited the sky is if I really want to dive in

abstract relic
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You got past the honeymoon phase and now you're in the honeymoon phase

normal burrow
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animation graph is fun cali

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that other thing has nothing like it

lapis vine
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lol, I made the conscious choice of "F" = "Field". Which makes sense for structs. Fields of data.

normal burrow
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me too! i was surprised

exotic cave
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One day when I get this environments pack I'm working on done I will take a look, @normal burrow

kindred viper
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I thought it was like FSociety

tribal canyon
gloomy bridge
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Heya, I was wondering if anyone knows of a good skybox to use for a VR project?

white canyon
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Im having issues with my player navigation, the player pawn is set to "can effect navigation generation", there is a persistent world that has a nav mesh bounds, and each sublevel has its own, and the world settings are set to nav mesh invokers true, and when i place a player start and try to play my player character falls through the map? someone please help.

carmine garnet
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I hope you solve your problem

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❀️

fallen marten
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@white canyon check your player characters capsule collision and make sure the floor is set to block it - player capsule could be set to block world static, and the floors collision type would be world static

white canyon
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@fallen marten i'll check that, i think i have already but cant hurt

summer turret
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not really

abstract relic
alpine zephyr
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I'm surprised that no one benchmark TR-3990x. in unreal shader compilations

normal burrow
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what is the benchmark for that?

alpine zephyr
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time takes to compile lerge level's shaders

plush yew
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Im so ready to get back to unreal.. hmph

alpine zephyr
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is blender send to unreal plug in out yet?

midnight root
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Can't speak to its stability but yes for 2.81 atm.

alpine zephyr
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where i can download it then

midnight root
alpine zephyr
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is this is the offical one?

abstract relic
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Define official

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You’ll never see a blender plugin on unreal’s side because of licensing.

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So it’s all up to the blender community

normal burrow
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I think one comes with blender now

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er, no

alpine zephyr
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Wgat do umean epic have announed thet are devdloping send to unreal live link plugin for blender

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But i cant find a link to it

abstract relic
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Source please

wide talon
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just 3 days ago they were showing it off

alpine zephyr
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@abstract relic

abstract relic
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@alpine zephyr

alpine zephyr
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Xd sry

wide talon
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i found the video on here

abstract relic
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😜

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Would be interested to find out more. I’m leery if it’s a case of misunderstanding support for development rather than first party development.

wide talon
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one of the team talking about it uses it for fortnight,

abstract relic
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Awesome. Entertainment for breakfast and tea πŸ‘πŸΌ

wide talon
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and they plan to make it opensource at some point, it needs the python addon for unreal so only works in the new ones

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but when they show how easy they have made it i had to pick my jaw up off the bench

abstract relic
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Much appreciated kiwi

normal burrow
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Way they install it there makes me think it’s listed as an add on but it’s not

wide talon
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no its not out yet, kinda a mean carrot to dangle πŸ˜›

normal burrow
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Are you sure?

plush yew
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that hurts my feelings

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and my chroot

normal burrow
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Yeah it appears so kiwifrogg

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I am confused though

shadow pawn
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Does anybody here have experience with Pixel Streaming outside of a local network?

wide talon
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confused about what pat?

normal burrow
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I saw the stream live and they made it sound like it was compatible with older versions so long as python exists

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It seems kinda silly to say that they’re going to open source it

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Cuz python is readible

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Like idk why they don’t have it out right now

wide talon
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it does seam odd, she was saying something about company rules when making a plugin opensource and they even say in the video they want us to improve it. Get it out sooner

normal burrow
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Aye, that’s a very not-blender mentality

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Community will fix up any short comings with haste lol

wide talon
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he probably forgot to comment the code so is scrambling to do that first so the community does not give him crap πŸ˜›

normal burrow
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Suppose they act like it’s released otherwise so video is still worth something when it is released. But it’s weird to be told how to use it without being able to use it

wide talon
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true πŸ™‚

plain token
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Hi all
I am facing a decal border issues.I have used a gradient in photoshop to create the decal.One it is in unreal ,you can notice on the border there is a line. Any solution for this

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Hi all
I am facing a decal border issues.I have used a gradient in photoshop to create the decal.One it is in unreal ,you can notice on the border there is a line. Any solution for this

sudden agate
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set the adressing to clamp

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of the texture asset

plain token
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tried clamping it

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not working

sudden agate
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the adressing

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of the texture

plain token
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Thank you

problem got solved

obsidian rain
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is the epic games launcher painfully slow for everyone? it seems like it's just got worse over time like im running a 486 constantly lagging waiting for individual key presses when creating new project names my best guess would be the more marketplace crap you own the worst it runs but its down to a crawl i'd love a solution

little breach
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Does ue4 has anything like ik's from a 3d modelling software? All I find are these ik's with alpha

brave geode
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I get texture streaming pool over budget when i am only using color is there a way to fix this without changing the budget?

honest vale
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are you using ridiculously high resolution lightmaps?

plush yew
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@obsidian rain do you think it's related to your system?

brave geode
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lightmaps are at 64 to 1024

shadow pawn
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It's painfully slow for me as well @plush yew @obsidian rain . I have a good system and over 100 Marketplace assets

wispy comet
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Question: does anyone know where i can get a nice FPS arms rig?

obsidian rain
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Im on a ryzen 5 1600 no issues doing video editing or multiboxing 5 game clients while watching 4k stream on other screen but i cant for the life of me run epic client without getting about one frame every 2 seconds. Prob few hundred marketplace assets lol and its got way worse over time been waiting 12 months for a fix starting to think its a small percentage of users problem

wispy comet
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I'll back you up on that, runs ass for me too

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also on ryzen

obsidian rain
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Its so painful even the mouse is unresponsive and key presses get lost if you dont wait for the keys you pressed

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Before pressing more

serene birch
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@unique kraken unlit doesn't mean you draw directly the color to the final SDR buffer, you are still rendering in HDR and your color value is actually a quantity of emitted light that goes through the tone mapper to convert from HDR to SDR

mellow crane
regal mulch
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Does anyone have a tip on how to pass more than just Float,Int,Bool params into an EQS query?
Preferably an Actor Pointer or at least a Vector.

rancid lynx
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Did anyone else notice a change with OpenLevel node in 4.24? Openlevel was instant for a year, the same week i installed 4.24, which added a call to auto load steamVR and inputs, now my system locks up for 12 seconds when using openlevel node. I use oculus rift. It never haulted last year. Project is the same as last year.

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Cant figure anything out yet. Openlevel has become trash in oculus

regal mulch
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Doubt the OpenLevel node code has been touched lately.

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Last commit that touched the file (doesn't have to touch the code of OpenLevel) was Oct 19

stark acorn
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hello

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πŸ˜„

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any one knows how this things are made ?

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unreal engine 4

lapis vine
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Maybe imported ray-traced scene? The visuals are leveraged to elsewhere, ue just renders and allows interactivity. There was at least one UE doc on these.

stark acorn
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my question is how is it interactive ?

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is hard to do such a stuf

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like to let the client change the material

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and move the furniture

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i'm an architect by the way

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any courses to buy online about doing this ?

regal mulch
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is hard to do such a stuf
Depends on your programming skills.
For a beginner: Yeah, everything is sort of hard for a beginner.
For someone that knows how to do it: Not at all.

stark acorn
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i have 0 programming skills

regal mulch
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Then it's hard :P

stark acorn
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like i barely know some HTML

regal mulch
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HTML can't be applied here anyway

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It's something completely else

stark acorn
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is there any courses online that talks about this thing

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i'm interested in learning it

regal mulch
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You can check udemy for courses, or watch Youtube Tutorials

stark acorn
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can we voice chat ?

regal mulch
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But I would suggest just learning coding in UE4 first

stark acorn
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i didn't find anything that's interactive online

regal mulch
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Instead of VR interactive specifics

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Yeah cause no one has a tutorial for that

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You learn programming and then make this

stark acorn
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okay

regal mulch
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Or you hire a programmer :P

stark acorn
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what kind of languages should i learn ?

regal mulch
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UE4 has Blueprints, which are easier to graps for beginners.

stark acorn
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Or you hire a programmer :P

i'm trying to find a job here lol

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dude can you teach me this ?

regal mulch
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Overall, Blueprints are C++ and UE4 also offers C++ as usuable language.

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Yes and no, I don't have any open slots for tutoring.

stark acorn
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will pay you of course πŸ˜„

regal mulch
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(check pinned message in the channel to learn how to make a post)

stark acorn
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umm a thing , is i only have 5 days to know at least how to make a vr and make the material changeable

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πŸ˜„

regal mulch
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Good luck :P

stark acorn
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to get that job

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they pay well

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:/

regal mulch
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Why do you apply for a job that is out of your field of expertise?

stark acorn
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hahahahahaha

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because i didn't find anything else

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and i'm interested in learning this

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πŸ˜„

regal mulch
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You need multiple weeks to learn this stuff. So forget about that job.

stark acorn
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ummmm

tacit kelp
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OMG this web browser plugin

stark acorn
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i belive in my self

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haha

tacit kelp
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has anyone else found a way to put a youtube video into a map with sound attenuation

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that brought the room to a screeching halt

wheat dirge
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@tacit kelp I think Virtus Learning Hub has something similar to what you are looking for in his GameDev Tutorial series, I cant remember which video it was though

regal mulch
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@tacit kelp Not really. This isn't really the most wished feature in UE4 :D

tacit kelp
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I dont think he covered that

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Its a given up on plugin and was told by an audio engineer from epic that there was no way to do it

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but 2% of the UE4 community is actually smart and can figure out a way to do most anything lol

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LOL putting a BP in the map it works great to watch the video in play mode. But the stupid thing will just start playing in the editor on its own. and makes the editor crash some times. I so want this feature to work and I know its somewhat possible since it was done in the game "Tower Unite" you could put youtube videos into the theater screen or TV screens interface in game and it would play the video.

wheat dirge
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Unreal Engine 4 Beginner Tutorial Series - #23 Video Textures
This is episode 23 of my unreal engine 4 beginner tutorial series, in today's episode we will be showing you how to import a video file in the MP4 format into the engine and create an animated texture from it.

We also...

β–Ά Play video
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try that

tacit kelp
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I used to be a mod on his discord, seen all his videos. I have no issues putting in a normal video into a map with attenuations. Im doing a YouTube video player in the map

carmine garnet
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Thats a good tut series

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His ordering is really weird tho

tacit kelp
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Im just wondering if I create it in level streaming if the audio in one level stream stays in that stream

wheat dirge
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ahh ok... misunderstood what you were asking

carmine garnet
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Why does he teach that before blueprints?

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Why does he teach everyhing before blueprints

tacit kelp
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I will test out the level streaming method of this. With an overlap to load or enable the video when the player goes into the room the audio needs to play in, then upon leaving to unload it

stark acorn
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@regal mulch

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would this work ?

thick herald
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Buy it and see? πŸ˜„

stark acorn
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hahahahaha i need an advice guys

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i'm seriously getting frustrated

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like the course says it teachs me scripting through data smith

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is this a thing or what

regal mulch
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No idea.

rotund scroll
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data smith is a thing

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scripting is a thing

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data smith has functions in scripting

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πŸ€”

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anyway maybe first figure out if you need data smith

thick herald
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Last minute cramming to try and get a job, probably won't work out. Interviewers are pretty experienced people and will know if you know your stuff πŸ™‚

polar viper
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Question: what's the poly limit before unreal shits bricks?

lapis vine
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unreal poly limit is mostly x = f(videocard)

polar viper
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So whatevver the video card can handle?

lapis vine
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Well, yes. But nothing can save you from bad abuse or bad code.

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Its too general.

polar viper
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So would LOD be a good idea on my 8 million poly sculpts

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I'm a 3D modeller

lapis vine
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If you want to have only that sculpt with simple mat πŸ˜„

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1080 or so will do

polar viper
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Eh it might be 15-20 mil total with the enviroment

lapis vine
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Maybe it will still work? < 1 FPS πŸ˜„

polar viper
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πŸ˜† πŸ˜†

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It shit bricks just importing it

stark acorn
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Last minute cramming to try and get a job, probably won't work out. Interviewers are pretty experienced people and will know if you know your stuff πŸ™‚
@thick herald I had my interview today, we had a deal like in 3 weeks to finish something similar starting from next sunday , so i'm just trying to findout a course or something to stick to in this month , to be able to take the job !
the thing is i'm a fresh graduate ! never knew that UE4 is a thing for architects !

abstract relic
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Arch-vis

stark acorn
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dude i live in the middle east , firms here are messy af

abstract relic
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A sizable industry

stark acorn
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it is what it is , and i need the job ! it has been 8 months for my graduation , with no job or even training !

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we do, Lumion is one of them , also twinmotion

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I'm trying to get into Arch-vis like deeply !

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it's interesting to me a lot !

abstract relic
stark acorn
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hahahahahahaha that a thing

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do you know anyone specialised in it ?

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i would love to talk to πŸ˜„

abstract relic
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Go there and ask

stark acorn
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sure thing

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a last question, is twinmotion still free these days ?

abstract relic
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The template?

stark acorn
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the whole software

abstract relic
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I need tea

stark acorn
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they said it was free till November ,

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installed it , nothing talked about licenses or anything !

abstract relic
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Hmm

stark acorn
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cool

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so i got the license

normal burrow
stark acorn
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πŸ˜„

normal burrow
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When does early 2020 start?

stark acorn
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that's a good question though πŸ˜„

abstract relic
wide talon
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batz have you looked at the online training for arch stuff?

stark acorn
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i'm looking at it now

wide talon
stark acorn
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it seems interesting

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that's actually really cool πŸ˜„

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never thought EPIC Games and Unreal Engine are this cool

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i only played fortnight πŸ˜„

wide talon
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there is other courses for inside and outside architects too

stark acorn
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that's really cool dude πŸ˜„

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thank you a lot πŸ˜„

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are these paid

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or also free ?

sudden agate
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what is twin motion?

abstract relic
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Free

stark acorn
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it's an arch visualisation software , downloaded it today it's interesting

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it makes some cool stuff πŸ˜„

normal burrow
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It’s ArchViz

sudden agate
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looks more like "Dragn drop materials onto meshes" to me

stark acorn
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exactly πŸ˜„

abstract relic
stark acorn
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@light lintel not really

abstract relic
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No

stark acorn
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decent firms will find greate use of good 3d modelers and digital artists

dawn venture
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Can any one help me when ever i open project editor keeps crashing..... Giving error unreal Engine is exiting due to d3d device being lost(error 0*0-'s_ok)

stark acorn
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well yes

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but studying architecture is a paint it self

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it's a 4-5 years of staying awake

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and sleep once a week lol

abstract relic
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They just follow the design the client (architect) submits

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Yep

stark acorn
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BS ?

abstract relic
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Bs: bullshit

stark acorn
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hahahahahaha

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nope i promise you architecture is hard to study field

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also to work

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a projects takes for ever , and it will never end

uncut vigil
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I can vouch for that, i never staid all night until architecture college

stark acorn
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like you go and submit it , with some stuff missing here and there

uncut vigil
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Especially last weeks of a project when you have yo render, print, and make models

wide talon
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plus done wrong buildings collapse

abstract relic
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Needless to say. Arch-viz is a thing and a big industry whether you like it or not.

stark acorn
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@huffeh , so you are an architect πŸ˜„

uncut vigil
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@stark acorn haha no, I did industrial design, it was only 5 years not 6 like my colleagues

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We were supposed to be certified for p+1 buildings, but we didnt get that

stark acorn
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well it is actually , and it's fun and easy compared to architecture it self

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gosh industrial design is a one cool and hard thing to do

uncut vigil
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I didnt pass the entry exam to full arch, it was the geometry part that was hard

stark acorn
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well, i don't know how arch exams works in your country , i live in the middle east , architecture schools here are corrupted AF

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nah not at all

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i'm gonna stay awake for 5 days to learn unreal engine to get this job lol

normal burrow
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Start now

stark acorn
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which won't make me rich for sure

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already did πŸ˜„

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will buy the course now , my brother wen't to the bank to charge my credit card to be able to buy it

abstract relic
normal burrow
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Do that, but start lower

stark acorn
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hahahahahaha wish i can dude

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it's just i'll need your help AF these days guys πŸ˜„

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and i think that you are cool and nice enough to help me out

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πŸ˜„

abstract relic
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Sleep is important

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It’s how long term memory are formed

stark acorn
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so can i make it in 5 days ?

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please say it's possible

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T.T

normal burrow
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Get at least 4hrs of sleep

stark acorn
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that's a sure thing m8

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14 hours learning 8 sleeping πŸ˜„

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that's fair i think

abstract relic
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I still need more tea

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Goodluck. Please update us on your endeavors

stark acorn
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chears bud πŸ˜„

normal burrow
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I need more sleep, gl batz

stark acorn
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thanks guys πŸ˜„ ❀️

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you are really amazing , like the best community i've ever met on discord πŸ˜„

lapis vine
stark acorn
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hahahahahahahaha

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this is gonna stress me AF πŸ˜„

#

but it's a challange for me gonna do it πŸ˜„

smoky sonnet
#

hey i have a question if somehone could help me i would be glad to hear some tips | So i want to spawn a triangle between 2 walls and scale it as much as possible that a cube could almost fit through, but i dont want to hardcode it i want that the triangle adjust itself if i move the walls

#

i already have a algorithm but dont know how much to scale the current scale value of the object

#

so i need to calculate the correct scale value that a cube could barely fit trough

rotund scroll
#

so you need the scale to be a function of your distance

abstract relic
#

Get vector length and use that to drive scale?

smoky sonnet
#

vector length of what

#

of the triangle?

abstract relic
#

Cube 1 and 2

normal burrow
#

Yeah if you know spikes size

smoky sonnet
#

i spawn the spike/triangle at a random time

#

and the wall is moving

normal burrow
#

(The length you want) / (length of spike)

smoky sonnet
#

so i need to know how much i can scale the triangle that a cube could fit through

normal burrow
#

That would be the scale

rotund scroll
#

(distance - cubeSize) / spikeSize

smoky sonnet
#

distance = right wall - left wall correct?

#

but what do you mean with the spikesize

#

the default size of the object with a scale value of 1?

rotund scroll
#

yea from tip to bottom

smoky sonnet
#

how can i get the spikesize πŸ˜…

rotund scroll
#

oh you don't know the asset size?

smoky sonnet
#

no its the standard ue4 shape that i adjusted a little bit

#

and now i dont know the default size

rotund scroll
#

are you trying to make a moving wall that has spikes on it?

smoky sonnet
#

no

#

i have a moving wall

#

goes left to right right to left

#

and i want to spawn spikes at the wall at a random time

#

with max scale value that a cube could fit through

#

but the wall isnt moving the entire time

rotund scroll
#

I would generally avoid using scale

#

and just use an asset of a given size

#

you want the wall moving to be offset by how big the spike is?

smoky sonnet
#

the wall is static in my example

#

and im spawning trinagles/spikes

#

on left and right wall

#

i got the algorithm working but not if im switching the walls location because i hardcoded it

#

i just need to know how much i can scale a spike from left to right wall that a cube could fit through

#

after that my algorithm would work

rotund scroll
#

scale is a multiplier of size

sudden agate
#

tbh i would just use a linetrace

rotund scroll
#

so you'll need to know the size anyway

smoky sonnet
#

oh

#

a linetrace could really work with that

#

i can add a invisible line trace from the left wall that points to the right wall

#

then i would have the "length"

#

but i could also calculate rightwalllocation-leftwalllocation

rotund scroll
#

there is a distance function

smoky sonnet
#

but thats not solving my problem how to get the maxsize/maxscale for my spike

#

what am i getting returned from the distance function

rotund scroll
#

float length

#

from 2 vector3

smoky sonnet
#

mhh

#

im not at my pc right now to test it

#

but if im getting the distance so the float

#

could this be the key for my scale max value

rotund scroll
#

again, scale is a multiplier

#

it multiplies size

#

so if you don't know the size, you're not going to really know how much to scale it

smoky sonnet
#

running through a for loop and multiplying the default size of my spike until it reaches the distance float that i gained with the distance function

#

that would work

#

but i would need the default size

#

or not?

rotund scroll
#

well how are you going to check if it reaches the distance length?

#

you can't unless you know how big it is by then

#

so you need its size

smoky sonnet
#

mhh

#

is it possible to see the default size of my object

#

by bp or in the viewport?

#

with any function

rotund scroll
#

maybe on the mesh itself in the mesh editor

#

there aren't any BP functions for it

smoky sonnet
#

i looked yesterday cant remember to find the value

regal mulch
#

Bounds?

rotund scroll
#

you can measure it in the viewport as well

#

yeah bounds might work

tawdry storm
smoky sonnet
#

where is the mesh display

#

in the viewport?

rotund scroll
#

mesh editor

tawdry storm
#

when you open the mesh

rotund scroll
#

if you open up the asset

smoky sonnet
#

its not really an asset its a blueprint with a simple ue4 triangle mesh that i added in

rotund scroll
#

you can still open it?

tawdry storm
#

what do you mean by ue4 triangle mesh?

#

isn't there a static mesh asset somewhere? or are you creating it on the fly?

rotund scroll
#

I think he means the white primitive static meshes you get

smoky sonnet
#

ue4 has cubes,trinagles,spheres i used the triangle and adjusted it a little bit

rotund scroll
#

from the starter content

smoky sonnet
#

yea

tawdry storm
#

well then double click the mesh asset

rotund scroll
#

you should be able to find those in the asset browser

smoky sonnet
#

ok

rotund scroll
#

under engine content

smoky sonnet
#

i will try it today

#

if im at home

#

thanks for the tips

tawdry storm
#

the UE4 default cone is 100x100x99 in size

#

but the pivot of it is in it's center so you'll have to move it after scaling

smoky sonnet
#

yea

#

thanks

#

i hope it works i tried it so long yesterday but i wasnt able to fix it

thick herald
#

You can get the sizes of meshes from with BPs, and by doing line traces you can easily adjust your scaling.

sleek hearth
#

is UE4 gonna support c++ 20 and modules?

honest vale
#

I sure hope they can get it enabled on a per module basis maybe

thick herald
#

@smoky sonnet No need to DM. By asking in chat others can see, help, or learn from.

normal burrow
#

Modules aren’t in c++20 anymore nullptr

honest vale
#

wat

sleek hearth
#

wait

#

are you sure about it?

normal burrow
#

Nvm

#

Contracts and reflection out, modules in (gets to sleep)

tacit kelp
#

I may have figured out a solution to the lack of sound attenuation of the Web Browser. Level streaming. Just use a trigger to load the streaming level when a player is in the area needed for the sound to play, and unload it when they exit the trigger area. Tested so far with a sound that I didnt add attenuation to

#

resumes hitting head on table. It loads the widget, video plays, sound works. I exit the trigger which unloads the streamed level, video goes away, audio from it continues to play.............. This is going to vex me.

plush yew
#

@tacit kelp Which audio component plays the sound?

tacit kelp
#

there is no audio componant available

plush yew
#

and how are you playing the sound?

tacit kelp
#

doesnt exist

#

audio comes from the video playing

plush yew
#

okay which movie component plays the video?

tacit kelp
#

video is a youtube video

#

I have been racking my brain on how to isolate the audio from the URL in the web browser widget, and its part of a partially functional experimental Epic made plugin

plush yew
#

do you know by any chance if the video/audio is being streamed via UDP. How do you initiate a connection to it?

tacit kelp
#

I thought so but went thru that months ago with no results

plush yew
#

I see. I'm curious how you initiate connection to that URL

#

perhaps we can backtrack from there

tacit kelp
#

send call I will screen share. I have it in a test project to figure this out

plush yew
#

I'm in China, video sharing is impossible with the outside world

#

I can barely use discord by text πŸ˜„

rotund scroll
#

nice I gotta use that excuse in the future @plush yew πŸ˜‰

tacit kelp
#

and you have no youtube either lol so kind of a tough nut here for this to work on you

plush yew
#

unfortunately, my excuse is real πŸ˜„

rotund scroll
#

how's the coronavirus over there

#

is it as bad as they say?

plush yew
#

NDA...

tacit kelp
#

there is a plugin inside UE4 made by Epic. Its called "Web Browser" enable that plugin and then a Widget can call the Web Browser inside it

rotund scroll
#

ooooof

tacit kelp
#

Im sure you could use whats it called Billi Billi

plush yew
#

bilibili Works when I'm not on VPN. But then I lose Discord πŸ˜„

#

I can probably see a picture of your widget though

#

it's a 50-50 chance

#

In a nutshell I'm thinking something starts udp Streaming, if we find out what and who, we can stop it

tacit kelp
plush yew
#

likely some sort of component, if we find it we can destroy it

tacit kelp
#

you put in the URL inside the "Initial URL" or can add it in with variables and such.

#

widget class is the YouTube_W (the widget with the web browser)

plush yew
#

Any logic in the widget graph?

tacit kelp
#

ZERO logic or node added in those 2 BP

plush yew
#

We are trying to learn what is step number one

#

Because someone is doing something with that initial URL

#

at some point, likely begin play

tacit kelp
#

the trigger blueprint is just a box collision with overlap for begin and end as shown

#

this case Im using level streaming with the YouTube viewer BP in level 1, and the trigger in the main level

plush yew
#

For my sanity can you take a picture of the widget graph?

#

Not the designer part, we've seen that

tacit kelp
#

the widget graph is empty

plush yew
#

darn it

tacit kelp
plush yew
#

I found the web browser plugin in my unreal source code

#

let me look at it for a second

tacit kelp
#

Player on trigger. Video plays full screen as shown. Audio is there and working.

#

I leave the trigger and the video of the widget goes away but the audio remains playing

plush yew
#

One thing I'm thinking, there is a HandleOnUrlChanged In C++ in this web browser widget

#

I don't know blueprints, only C++

#

but I'm thinking that you can try and reset the URL right before destroying the widget

tacit kelp
#

will try that but Im sure I did that before. then again Im old and forget things

plush yew
#

because I'm thinking under the hood Something should reset everything when the URL changes

#

otherwise, that's a bug

tacit kelp
#

well it is an experimental plugin

plush yew
#

Yeah, but this minimum requirements, some sort of reset πŸ˜„

tacit kelp
#

I cannot touch the variable in the widget or it fires off the url

#

in the editer it begins the audio and crashes ue4

plush yew
#

I don't have any other idea Besides HandleOnUrlChanged

#

I found another interesting method ExecuteJavascript

tacit kelp
#

I may have to destroy actor if I can get a viable reference to the widget

plush yew
#

You can easily find the widget

#

UWidgetBlueprintLibrary::GetAllWidgetsOfClass

#

You should find only one at any time while the URL is playing

#

If it's zero or more than one, that's a bug πŸ˜„

tacit kelp
#

destroying the BP actor of the view does the same, removes the actor but audio remains

plush yew
#

Yeah I understand this unfortunate situation, that's why were trying to tackle the problem from a different angle, such as graceful stopping the stream, As opposed to just destroying the world! πŸ˜„

tacit kelp
#

in the BP for the viewer that calls the widget reference. I see no way to use a variable to change the widget class

rotund scroll
#

is there no "stop video" function?

tacit kelp
#

video stops fine the audio doesnt and its not a video its a URL

jolly steppe
#

Does anyone know what this is?

tacit kelp
#

no eye deer what it is or why its needed

austere scroll
#

How do i import a map in ? Its supposed to be a .umap file but i lt wont appear in the explorer . Evrn if it put it through the files and not the import button

timid pilot
#

someone knows how UE4RulesManifest.json file is generated ?

plush yew
#

@plush yew I'm getting a lock up frequently too with 4.24 release version. I'm suspecting when my system goes to sleep might be involved...

stark acorn
#

guys is datasmith a free thing ?

shadow pawn
#

I believe so starting with 4.23 or 4.24 @stark acorn

mossy nymph
#

Those numbers are suspiciously orderly tho

plush yew
#

@plush yew my system never goes to sleep. I don’t think it is ue4 causing the issue. I do a system wipe every few months and the past few days I haven’t had an issue yet. Not sure what is causing it though

#

How i cna make

#

a backup folder for my project?

abstract relic
#

Source control

plush yew
#

is it hard to use Git?

abstract relic
#

Hard to do anything and easy to do everything.

uncut vigil
#

Its easiee to use perforce

prisma dagger
#

Hi ...I was working fine with houdini engine but today I had this message ... Houdini Installation was not detected.Failed to locate or load libHAPIL.dll. No cooking / instantiation will take place. ........what is the problem??

plush yew
#

@plush yew I meant monitor go to sleep - but I might do a wipe too, need it!

#

i just notice some audio device change traces in VS when the monitor switches off, but not sure it's related, probably a red herring.

crimson lake
#

hey guys

#

anyone knows a way to make a blueprint/pawn follow our main character?

plush yew
#

@abstract relic i have an animation in unreal i want it to be shorter

#

is there a way to cut it inside unreal?

#

and thank you mate

#

i want it to start at 724 lets say

#

any1 know how to do that?

abstract relic
#

Right click on the timeline. You’ll get an option to delete frames [before selected frame]

plush yew
#

thanks mate really helped ❀️

dark rune
#

anyone know ways to distribute games? itch.io only lets me post 1GB big files, and Steam is not really suitable for me

wary wave
#

you can upload bigger files using Butler

dark rune
#

is there an upper limit to files with Butler

#

also thanks

lime gull
#

So this is a 2D question, but im making a top down game which requires you to be in front or behind certain objects. So any ideas for a depth fix of sorts?

wary wave
#

Butler's limit is somewhere in the tens of GB

#

32GB+ to my knowledge

dark rune
#

@wary wave thx

tender sigil
#

what channel would be best for material questions?

polar viper
#

Why does unreal like giving me heart attacks

coral folio
#

Is there support for either 8k or 16k in engine ?

#

Maybe with the new HAP codec support ?

plush yew
#

is there any way i can do it if i pressed Jump[Space] it checks if i am falling or not?

#

cuz even tho am just going down from something it plays the jump animation

gleaming creek
#

use a branch?

plush yew
#

Am kinda new to it

#

dont know the right thing to call

#

@gleaming creek any thoughts?

gleaming creek
#

branch is basically "if"

dim merlin
plush yew
#

Jump event >> branch

#

something like this nameless?

dim merlin
#

it seems the event dispatcher is the only broken thing though

gleaming creek
#

I can't recall offhand if it keeps track of the jumped state in the movement component

#

But you can easily set a boolean when you jump and unset it on the "landed" event, if it doesn't

stark acorn
#

okay guys i'm facing the first problem ,

#

i can't make collusions :/

#

done πŸ˜„

#

sorry πŸ˜„

tender sigil
#

@coral folio 8K yes 16K i dont know

#

I know that very high res was used when making Mandalorian and the Childish Gambino UE4 Dome. But those were 100% modified engines in a sense.

fierce tulip
#

<_< just change the ini and you can import bigger files

smoky sonnet
#

hey me again is it possible to attach a spawning object thats falling to a wall thats moving

tender sigil
#

@smoky sonnet yes post in blueprints they might be able to show you how to make it

coral folio
#

@fierce tulip how would you go about that ? :))

smoky sonnet
#

the red triangle gets spawned randomly and the black wall is moving | the triangle has physics to fall down (gravity) | can i attach it to the wall while the objects is falling

coral folio
#

Don't tweak those settings quite often

smoky sonnet
#

@tender sigil ok

fierce tulip
#

Under the Engine configs, you will see a BaseDeviceProfiles.ini.

coral folio
#

Dope thankx man

fierce tulip
#

im sure google has better examples

dark rune
#

how do I write the name of my zip file in the butler cmd?

fierce tulip
#

spamming same question prolly

#

yes

#

try 2 hours or so

tawdry storm
#

@smoky sonnet wouldn't it be much much simplet to just move the spike downward instead if having it be affected by gravity if you need to the be stuck to the wall?

fierce tulip
#

take it or leave it Β―_(ツ)_/Β―

smoky sonnet
#

@tawdry storm idk gravity sounded interesting because if i want to make the difficulty "harder" i can simply increase the gravity

dim merlin
#

hi, anyone knows its possible to 'fake' a decal inside my terrain material, something like this?

smoky sonnet
#

so it falls faster

dim merlin
#

even the terrain is large

tawdry storm
#

@smoky sonnet or you could just increase a variable in your code and not bother with wonky physics

dark rune
#

so uh
how can I designate a zip file to push inside butler cmd

smoky sonnet
#

@tawdry storm mhh yeah but mhh idk im having a bunch of those objects

dark rune
smoky sonnet
#

and setting the location for every object in a event tick or smth causing more cpu loss then physics or not

tawdry storm
#

@smoky sonnet no matter how many you have, having all of them calculate physics would be much worse then setting their position each frame manually

smoky sonnet
#

okay if im setting the location manually without gravity how could this solve my problem

#

oh wait

#

oh

#

okay

#

i know what you trying to say

#

mhh yeah that could work

tawdry storm
#

you could just group them under a scene node and only move that one so you don't loop through a lot of objects

smoky sonnet
#

never heard about that how does this work and if im using this is it possible to have collision for every single object in the "scene node"

#

dont know how this works

tawdry storm
#

are you using blueprints or c++?

smoky sonnet
#

blueprints

plush yew
#

any1 tried to make a cape in ue4?

#

is it hard?

tawdry storm
#

oh okay, well you could make an actor that spawns new triangles when they should enter the screen and then attach them to that actor. then you only need to move that one actor though your scene and the attached spikes fill follow. I assume you only move them in one direction?

smoky sonnet
#

yea but my falling spikes are moving down (gravity of course) and my wall is moving from left to right

#

the falling object should fall while moving with the wall

#

so it doesnt go trough it but dont stop falling

tawdry storm
#

well in that case it might be simpler to attach them to the wall so they move sideways with it and have them handle the 'falling' individually

calm widget
#

@plush yew It's not that hard

smoky sonnet
#

yea but how can i attach them

#

am i using the attachtoactor false

#

*wrong

tawdry storm
#

well that's the one you'd probably want to use, what's not working with that one?

plush yew
#

@calm widget if you can help up

#

am still thinking am still new to his πŸ˜„

smoky sonnet
tawdry storm
#

yes

smoky sonnet
#

is the returning values/objects of those 2 functions wrong to use with attachto

tawdry storm
#

if it would be wrong it would give you an error

#

so what does that currently do?

smoky sonnet
#

nothing lol

#

πŸ˜„

#

and yes i compiled πŸ˜„

tawdry storm
#

well it has to spawn that actor somewhere...

smoky sonnet
#

yes it gets spawned

#

and its falling

#

but its not moving with the wall

#

that .... is moving πŸ˜„

#

collision isnt important for this

#

just to ask and be safe

tawdry storm
#

it shouldn't be

smoky sonnet
#

okay

tawdry storm
#

is the spike simulating physics to fall, right now?

smoky sonnet
#

yes

#

oh

tawdry storm
#

well there you go

smoky sonnet
#

and moreover i think i locked everything instead of z

#

if this is the coordinate for down and up

#

maybe this could also cause to do nothing

tawdry storm
#

I think it pretty much ignores it's parents movement when it's simulating physics

#

first of all disable physics and see if it's stuck to the wall

smoky sonnet
#

yea

#

i disabled the physics

#

and it works

tawdry storm
#

so far so good

smoky sonnet
#

but now i need to set the actor location for every object every frame

#

omg

#

πŸ˜„

#

for f**** sake

tawdry storm
#

why? the spike is a blueprint right?

smoky sonnet
#

yea

rotund scroll
#

ngl whatever you're doing sounds absolutely hellish

tawdry storm
#

so in the spike blueprint set it's position on tick, sure each one will do it once, but the setup should be simple enough

#

at this point I don't judge what people do and just try to help them with their things in hope they'll pick something up along the way πŸ˜…

rotund scroll
#

then you're a better person than I

tawdry storm
#

I'm just really bored at work right now

smoky sonnet
#

@tawdry storm just to experiment a little bit

#

how can i get all spawning objects of one blueprint

#

to set the actorlocation manually

#

getallactors of class with an foreachloop doesnt look to work as good as i thought

tawdry storm
#

well either you add them to an array when you spawn them or you use "get all actors of class" and chose that class. first one would be preferrable though

#

why doesn't it work?

smoky sonnet
#

oh wait a minute i need to fix one thing

#

ok nvm it doesnt work

tawdry storm
#

why do you use that second "get actor of class" node?

smoky sonnet
#

to get the actor of my leftwall blueprint

#

its only 1 actor

tawdry storm
#

yeah but why not at least get it during the "begin play" and then save that as a variable

#

that way you can reference it without getting it every time

smoky sonnet
#

you mean to call get actor of class just one time

#

and save it then as a variable

tawdry storm
#

yes

smoky sonnet
#

yeaa...

#

i will do it after i solved my problem

#

thats a great idea

tawdry storm
#

so right now you move all your spike to one location

smoky sonnet
#

yea

tawdry storm
#

well first of all you might want to use the add location node

#

and then just put int -0.1 in Z

#

without all that casting busness

smoky sonnet
#

what is the add location node

tawdry storm
#

and see if that gets you closer to where you want to be

#

one sec

smoky sonnet
#

whats the difference between actorlocation and actorworldoffset?

tawdry storm
#

well one sets it to the position and the other takes it's current position and adds an offset

#

the names kinda imply which one is which πŸ™‚

smoky sonnet
#

yea

#

okay i will try but dont know why it should work then

#

lets see

#

mhh doesnt work

tawdry storm
#

if you use the Z axis for up and down, that is

brazen hull
#

how would I do on about making a ship/vehicle fly like a LAAT in star wars

smoky sonnet
#

oh it isnt working again because of gravity and physics

tawdry storm
#

:/

#

stop the physics for now πŸ˜„

smoky sonnet
#

yea

#

i did what you showed me

#

with the offset

tawdry storm
#

ok

smoky sonnet
#

thats dumb how easy it is

#

lol πŸ˜„

tawdry storm
#

well now all you have to do is calculate your gravity

maiden sundial
#

What does an actor need so that i'm able to do a focus jump to it in world (with; select + F)

rotund scroll
#

a location

#

transform perhaps if you're looking to zoom relativistically

maiden sundial
#

In my case it does have 2 scene components, should that be enough or do i need a more specific thing, or maybe some kind of setup ?

rotund scroll
#

you need the actor's transform

tawdry storm
#

@smoky sonnet I'm not 100% sure as I didn't test it, but this should hopefully give you a decent basis

smoky sonnet
tawdry storm
#

lol wtf

smoky sonnet
#

@tawdry storm ok i will copy it πŸ˜„ thanks

polar viper
#

Anyone able to help with MiB Budget?

tawdry storm
#

@smoky sonnet only do the offset and nothing else inside the spike blueprint

tawdry storm
#

calm down I'm trying to fix this 🧯

smoky sonnet
#

πŸ˜„

#

my ue4 crashed

frosty bloom
#

Wonder why..GetAllActorsOfClass on tick

tawdry storm
#

well no wonder with that abomination of a tick function πŸ˜„

smoky sonnet
tawdry storm
#

and disconnect whatever you just screenshotted

#

is that a word?

smoky sonnet
#

if it works πŸ˜„ fine

normal burrow
#

Screenshot is a word

rotund scroll
tawdry storm
#

well if your spikes are set up like I think they are then it should work

#

everyone starts somewhere Cranz D:

honest vale
#

oh god what's going on there

tawdry storm
#

teaching

#

and firefighting

#

🧯

plush yew
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I called in to work today because I woke up late..

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Good time to follow some coding/dev courses? Lol?

normal burrow
tawdry storm
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@smoky sonnet just a headsup it's -9.81, otherwise it'll go up. πŸ˜„ just tested it and it should work

smoky sonnet
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yes i already changed it im trying that it should now go with my wall

tawdry storm
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it should do that automatically after it's been attached to it

honest vale
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why are you getting all actors on tick

smoky sonnet
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but never used offset and if im putting the Y value of my wall in addactorworldoffset i think it moves across the world πŸ˜„

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oh you mean

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ok

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i will try it again in my other BP to attach it

tawdry storm
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why is that get actor location in there?

smoky sonnet
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ahh nvm i tried smth forget it πŸ˜„

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i will attach it

tawdry storm
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that wasn't part of the homework πŸ˜„

smoky sonnet
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ok ahh yeah i know im annoying ahh but the attachtoactor function isnt working like i want because if im attaching it to actor it doesnt attach it at the top of my actor

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it attaches it at the middle part

tawdry storm
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well...

smoky sonnet
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oh

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it works

tawdry storm
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location is set to snap to target, so it attaches it with the spikes pivot on the walls pivot

smoky sonnet
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just needed to set location rule to keep world instead snap to target

tawdry storm
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there you go

smoky sonnet
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thanks

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and im just doing this because i find it funny how the other react [10 sec]

plush yew
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hello guys-in the ue 4.24.1 is the new physics systems and stuff for fortnite or not?

smoky sonnet
tawdry storm
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oh god

smoky sonnet
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πŸ˜…

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i know its disgusting

grim ore
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It has a comment, +1 for awesomeness

smoky sonnet
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but it works

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@grim ore thanks πŸ˜„

tawdry storm
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pretty sure that can be done in less than 10 nodes

plush yew
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jeasus bp ysstem-xD

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hello guys-in the ue 4.24.1 is the new physics systems and stuff for fortnite or not?

smoky sonnet
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@tawdry storm idk if you want to try πŸ˜„

tawdry storm
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why are you spamming that question? it's literally still on my screen

normal burrow
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One comment for it all, way to do it

smoky sonnet
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@tawdry storm its an algorithm to spawn 2 spikes in the entire playfield and it should not be to high scaled that somethign could go trough and it should adjust itself automatically if i move the walls

sweet relic
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comment should read "abandon all hope ye who enter here"

smoky sonnet
normal burrow
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You know, collapse graph is kinda annoying to work with. I started using it for organization and it isn’t the best

grim ore
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@plush yewno its not the same

plush yew
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wdym it is not the same?

tawdry storm
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okay if it handles the scaling I'll permitt a few more nodes, but whatever you did is still probably overkill @smoky sonnet

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probably as in 'very much so'

smoky sonnet
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yeah definitely

grim ore
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@plush yew It's not the same means exactly that. The ue4 build in system is using physx and the new fortnite physics is going to be using Chaos and Chaos != physx

rotund scroll
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overkill? nah, couldn't possibly be, he's only using get all actors of type into a foreach loop where he gets actor of type on tick

plush yew
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ok but I can't understand again-you write chaos and chaos

grim ore
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UE4 = PHYSX. FORTNITE = CHAOS

plush yew
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a ok

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now I understand πŸ™‚

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but the fortnite is made with ue 4 ? hmmmm

smoky sonnet
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for my defense im just using 2 get all actors of class in the screenshot above

grim ore
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UE4 should get Chaos at some point in the future

plush yew
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a ok

fierce forge
plush yew
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I thought we use them but not 😦

normal burrow
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Explain gamer liber

tawdry storm
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@fierce forge what are you trying to do? that second cast seems a bit redundant right now

fierce forge
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how i can make it work ?

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player state to pawn class

normal burrow
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Gotcha

fierce forge
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?

tawdry storm
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those are wildly different classes, aren't they?

normal burrow
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You probably want the player pawn lookup

honest vale
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casting isn't "magically create an instance of some class"

tawdry storm
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it's close to magic though

honest vale
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you can only upcast to a parent class or downcast to a child class if the instance's concrete type actually is that class you're trying to cast to

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it's simple

fierce forge
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i want to get a variable from each player and ii don't know how i can do this

normal burrow
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Cast always returns the same thing

rotund scroll
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first time the editor spawns a cast node it should offer a lesson on polymorphism tbh

normal burrow
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Unless it’s not representable

fierce forge
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and every player to see the variable from each other

normal burrow
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There should be a node for pawn from player index

honest vale
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polymorphism if programming and/or CS 101 πŸ˜›

normal burrow
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I’ll look in a bit liber

honest vale
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plenty of lectures and tutorials for that on the interwebs

fierce forge
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can somebody help me ?

rotund scroll
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at least link to it

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okay maybe not the best link, that's what I get for not skimming it first

fierce forge
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what is this

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?

rotund scroll
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it's what a cast node does

fierce forge
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i'm not beginner

normal burrow
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thing cranz is trying to say is player state is not a pawn

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so it will never cast to a pawn

rotund scroll
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maybe I should write up a simple blurb that explains this stuff

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because the amount of times I have had to explain it I could almost make up the time

fierce forge
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how i can get the score from all player and everybody to see it , like making a score and everybody to see it

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?

normal burrow
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i wonder if matheww has a video on this

plush yew
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also I want to make a death animation and death function but the question is where I need to do it in the character- in the hud or what?

normal burrow
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we need a matheww bot

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/matheww casting

fierce forge
sweet relic
normal burrow
fierce forge
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with this just the sever can see

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server*

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i searched on google and i need player arry

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array^

normal burrow
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k, so you just need a pawn from player state

fierce forge
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how i can do the second one

normal burrow
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i censored confusing parts to just get a player state there but I guess that how you get it?

fierce forge
rotund scroll
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is PawnPrivate an actual pawn?

normal burrow
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idk

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i think so

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it being marked private

fierce forge
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not working

normal burrow
fierce forge
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it's like it is not existing

normal burrow
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if get player pawn doesn't work client side gamer liber, i imagine that won't either

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maybe you need to check isvalid on the player state if there are empty indices

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and or

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compare each player state and make sure the id matches

grim ore
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the issue here is you are assuming the game keeps track of all players for you

fierce forge
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how i can resolve it ?

normal burrow
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track the players yourself you must

smoky sonnet
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@tawdry storm hey me again i want to ask smth again πŸ˜„ | this is my function that makes the wall move if it is disabled everything is good

fierce forge
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how ??

grim ore
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is this multiplayer?

fierce forge
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at me yeah

smoky sonnet
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but if it is enabled and i hit smth that causes an interface call that destroys my actor and let the game quit then it doesnt work

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my interface call gets ignored

fierce forge
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it's a mp game

grim ore
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and are you doing this from the server or the client?

fierce forge
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?

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i want everybody to see it

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if i have 1 at score , player 2 to see 1 at me

tawdry storm
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@smoky sonnet so if it's connected to the Event Tick it doesn't work and if you connect it it suddenly stops working?

smoky sonnet
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yes weird

tawdry storm
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that is indeed very weird

smoky sonnet
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and it also stops spawning my spikes if it is attached to

fierce forge
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i'm confused , can somebody help me in private (DM)

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?

tawdry storm
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hm, can you show a screenshot of where you call the interface?

smoky sonnet
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πŸ˜„

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sorry

grim ore
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@fierce forge the issue is there is no real list of all characters saved automatically. You can get all actors of class <whatever> and then look at the variables or you can use the player state to save the variables and use what you tried above to get them.

smoky sonnet
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thats my spike bp and it checks if the component who overlaps with him is p_Cube

fierce forge
normal burrow
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thought you said that didn't work?

fierce forge
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with cast to game state it didn't work

tawdry storm
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@smoky sonnet well one problem that I see is that you destroy PCube and then try to get it afterwards

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try putting the destroy actor node at the very end

smoky sonnet
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omg im retarded

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true

tawdry storm
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I still don't quite get why it would work in any case, but it's a start πŸ˜„

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did that fix it?

smoky sonnet
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no

tawdry storm
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cool 😦

smoky sonnet
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i dont get it

tawdry storm
#

what exactly are you deleting there anyway?

smoky sonnet
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but it doesnt even gets called

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because i debugged it in "low" because of my print string

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it doesnt show up

tawdry storm
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maybe event dispatchers would be a bit better for this? or if it's just single actors, just make an event in the actor

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I've gotta be honest, I haven't done much with interfaces and I wouldn't really know how they behave in this case

maiden sundial
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Can i just delete content folder, or should i delete it inside of the engine ?
Inside of the engine it takes ages while it would be pretty fast if i just delete the folder inside of my project folder/content folder

toxic zephyr
tawdry storm
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@maiden sundial it's usually better to delete it inside the engine. you can delete it in the explorer, but if the deleted asset is referenced by anything it'll cause problems

gilded igloo
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Hey guys! been wondering... what does the DoOnce Multiinput Node do?

sweet relic
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@gilded igloo It only allows execution to pass through it's $In inputs once. triggering the Reset input will reset the node and allow input to pass through once again

gilded igloo
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hmm, interesting

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thx!

thorny perch
#

Uhm I just created a new project, but datasmith is gone

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what did I do? πŸ˜„

austere scroll
#

i FINALLY got the line trace thing , now is there a way to remove these lines or do they go with the final build automatically

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plz help

honest vale
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remove the function call

austere scroll
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??

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where is that ? @honest vale

honest vale
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you just posted what causes the lines

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oh wait what