#ue4-general
1 messages Β· Page 650 of 1
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
Try turning it off, please. What is telling you it's "supposed to be on"?
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.
Where did this girl come from? Is this your work or some kit you're using or model you bought?
Translucent materials in UE particularly suffer from transparency sorting issues, of which you can get a basic idea of some concerns by reading this: https://www.khronos.org/opengl/wiki/Transparency_Sorting
Unless you take major precautions then other transparent objects that are supposed to be behind her will end up in front of her
its all mine from scratch
Aight, so what makes you think it's supposed to be on?
You're being way too patient Cali. Throw a plug to your project or at least dm me it.
it is all his from scratch, i was there when he was posting WIPS
remember
meeeee
from the blender server
Or anything for me to thumbs up. Artstation or whatever π
@unique kraken
LMAO, haha, I was going to post screenies earlier, then evilmrfrank and koola got a plug from one of the Epic staff
I'll take it on the cuff @abstract relic , for when I stop sucking enough to exist in the same chatroom with those two π
But thank you!
ye
Any luck with turning transparency off?
flip it on and off extremely rapidly
Oh god, mods are trolling xD
turning off will defeat all purpose and its not the cause of the color change
How can it possibly though?
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
@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
internet offers no warranty
not much change in attitude
@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
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
my favorite is when you have something transparent with 100% opacity and it is still see through
my favourite is when you have forward rendering on
@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"
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
my favourite is when you have eye adaptation on, but you also have glaucoma.

UE has its quirks no doubt, but it fundamentally Doesn't Suckβ’οΈ in ways that I can't say the same of for its competitors
it definitely sucks in unique ways
editor side is like
want to make a window with a viewport?
blam, 12 source files needed
but i prefer those quirks over ones that prevent stuff from getting done
Ehhhhh....Unity custom editors are not the easiest to work with either
Still gotta get around to playing with that random add gif to the taskbar feature π€
for real.
sparkles
custom editors in ||unity|| aren't fun either yeah.
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.
Do we not speak that name here? Do I need to bust out the spoiler tags too? π
@kindred viper : I've wasted years of my life π’
I just know some people feel sick when they see the word (I may be in this group of people)
Their shadows and AO are just not stable
I used to be a web dev and flash guy. I know the feeling
They probably never will be no matter how hard I try
I knew I should have gone with UE from the start, but not-to-be-named competitor was "easier"
They make things "easier" but impossible to finish
@normal burrow : YES
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
It just feels so grownup
Its calming really
yeah
its like, things are actually going to be okay.
I wont have to redesign this thing immediately.
It will work.
I've simply gone too far with it now to move on to another engine. It would be like slapping myself in the face
@normal burrow : It's funny because even 14 years ago at E3 I was hearing that about Tim Sweeney's code
Stuff like "Yeah, most people in the industry plan to do engine revs every 2-3 years...except Tim Sweeney"
lol π
I π© you not
I still think its funny structs are prefixed float
yeah
Unreal takes a lot more understanding on how it wants to work
Now that I'm past the learning barrier it feels so wonderful
it definitely does in terms of engine mods. I thought the gameplay elements were really simple though
Even learning the hard stuff is cool because I constantly see how unlimited the sky is if I really want to dive in
You got past the honeymoon phase and now you're in the honeymoon phase
animation graph is fun cali
that other thing has nothing like it
Discuss GitHub, using source code to modify the engine, and the creation of engine plugins.
lol, I made the conscious choice of "F" = "Field". Which makes sense for structs. Fields of data.
me too! i was surprised
One day when I get this environments pack I'm working on done I will take a look, @normal burrow
I thought it was like FSociety
Heya, I was wondering if anyone knows of a good skybox to use for a VR project?
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.
@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
@fallen marten i'll check that, i think i have already but cant hurt
not really
I'm surprised that no one benchmark TR-3990x. in unreal shader compilations
what is the benchmark for that?
time takes to compile lerge level's shaders
Im so ready to get back to unreal.. hmph
is blender send to unreal plug in out yet?
Can't speak to its stability but yes for 2.81 atm.
where i can download it then
is this is the offical one?
Define official
Youβll never see a blender plugin on unrealβs side because of licensing.
So itβs all up to the blender community
Wgat do umean epic have announed thet are devdloping send to unreal live link plugin for blender
But i cant find a link to it
Source please
just 3 days ago they were showing it off
@abstract relic
@alpine zephyr
Xd sry
i found the video on here
π
Would be interested to find out more. Iβm leery if itβs a case of misunderstanding support for development rather than first party development.
one of the team talking about it uses it for fortnight,
Awesome. Entertainment for breakfast and tea ππΌ
and they plan to make it opensource at some point, it needs the python addon for unreal so only works in the new ones
but when they show how easy they have made it i had to pick my jaw up off the bench
https://forums.unrealengine.com/unreal-engine/events/1715661-blender-to-unreal-tools-part-1-february-6-live-from-hq this has the youtube link if easer that the twitch one π
Blender to Unreal Tools, Part 1
WHAT
Blender is getting more powerful by the day, and to improve the Blender to Unreal Engine workflow we're developing a "Send to Unreal" add-on for Blender. Epic's Kaye Vassey and James Baber are the developers behind this tool, and they'll be ...
Much appreciated kiwi
Way they install it there makes me think itβs listed as an add on but itβs not
no its not out yet, kinda a mean carrot to dangle π
Are you sure?
Does anybody here have experience with Pixel Streaming outside of a local network?
confused about what pat?
I saw the stream live and they made it sound like it was compatible with older versions so long as python exists
It seems kinda silly to say that theyβre going to open source it
Cuz python is readible
Like idk why they donβt have it out right now
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
Aye, thatβs a very not-blender mentality
Community will fix up any short comings with haste lol
he probably forgot to comment the code so is scrambling to do that first so the community does not give him crap π
Suppose they act like itβs released otherwise so video is still worth something when it is released. But itβs weird to be told how to use it without being able to use it
true π
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
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
Thank you
problem got solved
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
Does ue4 has anything like ik's from a 3d modelling software? All I find are these ik's with alpha
I get texture streaming pool over budget when i am only using color is there a way to fix this without changing the budget?
are you using ridiculously high resolution lightmaps?
@obsidian rain do you think it's related to your system?
lightmaps are at 64 to 1024
It's painfully slow for me as well @plush yew @obsidian rain . I have a good system and over 100 Marketplace assets
Question: does anyone know where i can get a nice FPS arms rig?
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
Its so painful even the mouse is unresponsive and key presses get lost if you dont wait for the keys you pressed
Before pressing more
@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
hey everyone im having a bunch of errors show up when i load a class from UE4 into VS_2019
https://gyazo.com/ff9705e905d0ab7bffd79ab72702eeab
Starting with that one im not sure if i just have my settings wrong or something but it works fine if i manually open the class
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.
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.
Cant figure anything out yet. Openlevel has become trash in oculus
Doubt the OpenLevel node code has been touched lately.
Last commit that touched the file (doesn't have to touch the code of OpenLevel) was Oct 19
hello
π
any one knows how this things are made ?
unreal engine 4
A basic showroom demonstrating realistic visuals, VR interaction and comprehensive cross platform design (Pc/Mobile/VR).
Visit us at https://project2vr.com
Recommended Specifications -
GTX 970 or equivalent
i5 4590
8GB RAM +
Windows 7+
Pc specifications in video -
GTX 970
i7 3...
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.
my question is how is it interactive ?
is hard to do such a stuf
like to let the client change the material
and move the furniture
i'm an architect by the way
any courses to buy online about doing this ?
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.
i have 0 programming skills
Then it's hard :P
like i barely know some HTML
is there any courses online that talks about this thing
i'm interested in learning it
You can check udemy for courses, or watch Youtube Tutorials
can we voice chat ?
But I would suggest just learning coding in UE4 first
i didn't find anything that's interactive online
Instead of VR interactive specifics
Yeah cause no one has a tutorial for that
You learn programming and then make this
okay
Or you hire a programmer :P
what kind of languages should i learn ?
UE4 has Blueprints, which are easier to graps for beginners.
Or you hire a programmer :P
i'm trying to find a job here lol
dude can you teach me this ?
Overall, Blueprints are C++ and UE4 also offers C++ as usuable language.
Yes and no, I don't have any open slots for tutoring.
will pay you of course π
Check #looking-for-work or make a post in #looking-for-talent if you need a tutor.
(check pinned message in the channel to learn how to make a post)
umm a thing , is i only have 5 days to know at least how to make a vr and make the material changeable
π
Good luck :P
Why do you apply for a job that is out of your field of expertise?
hahahahahaha
because i didn't find anything else
and i'm interested in learning this
π
You need multiple weeks to learn this stuff. So forget about that job.
ummmm
OMG this web browser plugin
has anyone else found a way to put a youtube video into a map with sound attenuation
that brought the room to a screeching halt
@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
@tacit kelp Not really. This isn't really the most wished feature in UE4 :D
I dont think he covered that
Its a given up on plugin and was told by an audio engineer from epic that there was no way to do it
but 2% of the UE4 community is actually smart and can figure out a way to do most anything lol
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.
@tacit kelp https://www.youtube.com/watch?v=l8FVxEJsdYQ&list=PLL0cLF8gjBpqDdMoeid6Vl5roMl6xJQGC&index=23
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...
try that
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
Im just wondering if I create it in level streaming if the audio in one level stream stays in that stream
ahh ok... misunderstood what you were asking
Why does he teach that before blueprints?
Why does he teach everyhing before blueprints
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
@regal mulch
would this work ?
Buy it and see? π
hahahahaha i need an advice guys
i'm seriously getting frustrated
like the course says it teachs me scripting through data smith
is this a thing or what
No idea.
data smith is a thing
scripting is a thing
data smith has functions in scripting
π€
anyway maybe first figure out if you need data smith
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 π
Question: what's the poly limit before unreal shits bricks?
unreal poly limit is mostly x = f(videocard)
So whatevver the video card can handle?
Eh it might be 15-20 mil total with the enviroment
Maybe it will still work? < 1 FPS π
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 π
@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 !
Arch-vis
dude i live in the middle east , firms here are messy af
A sizable industry
it is what it is , and i need the job ! it has been 8 months for my graduation , with no job or even training !
we do, Lumion is one of them , also twinmotion
I'm trying to get into Arch-vis like deeply !
it's interesting to me a lot !
We even have a channel for it. #aec-visualization
hahahahahahaha that a thing
do you know anyone specialised in it ?
i would love to talk to π
Go there and ask
The template?
the whole software
I need tea
they said it was free till November ,
installed it , nothing talked about licenses or anything !

π
When does early 2020 start?
that's a good question though π
batz have you looked at the online training for arch stuff?
i'm looking at it now
it seems interesting
that's actually really cool π
never thought EPIC Games and Unreal Engine are this cool
i only played fortnight π
there is other courses for inside and outside architects too
what is twin motion?
Free
it's an arch visualisation software , downloaded it today it's interesting
it makes some cool stuff π
Itβs ArchViz
looks more like "Dragn drop materials onto meshes" to me
exactly π
Might as well drop this in here
https://www.tomlooman.com/lighting-with-unreal-engine-jerome/
@light lintel not really
No
decent firms will find greate use of good 3d modelers and digital artists
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)
well yes
but studying architecture is a paint it self
it's a 4-5 years of staying awake
and sleep once a week lol
BS ?
Bs: bullshit
hahahahahaha
nope i promise you architecture is hard to study field
also to work
a projects takes for ever , and it will never end
I can vouch for that, i never staid all night until architecture college
like you go and submit it , with some stuff missing here and there
Especially last weeks of a project when you have yo render, print, and make models
plus done wrong buildings collapse
Needless to say. Arch-viz is a thing and a big industry whether you like it or not.
@huffeh , so you are an architect π
@stark acorn haha no, I did industrial design, it was only 5 years not 6 like my colleagues
We were supposed to be certified for p+1 buildings, but we didnt get that
well it is actually , and it's fun and easy compared to architecture it self
gosh industrial design is a one cool and hard thing to do
I didnt pass the entry exam to full arch, it was the geometry part that was hard
well, i don't know how arch exams works in your country , i live in the middle east , architecture schools here are corrupted AF
nah not at all
i'm gonna stay awake for 5 days to learn unreal engine to get this job lol
Start now
which won't make me rich for sure
already did π
will buy the course now , my brother wen't to the bank to charge my credit card to be able to buy it
Do that, but start lower
hahahahahaha wish i can dude
it's just i'll need your help AF these days guys π
and i think that you are cool and nice enough to help me out
π
Get at least 4hrs of sleep
chears bud π
I need more sleep, gl batz
thanks guys π β€οΈ
you are really amazing , like the best community i've ever met on discord π
Here, help for you: https://www.tickcounter.com/countdown/1763282/batz-quest-for-job
hahahahahahahaha
this is gonna stress me AF π
but it's a challange for me gonna do it π
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
so you need the scale to be a function of your distance
Get vector length and use that to drive scale?
Cube 1 and 2
Yeah if you know spikes size
(The length you want) / (length of spike)
so i need to know how much i can scale the triangle that a cube could fit through
That would be the scale
(distance - cubeSize) / spikeSize
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?
yea from tip to bottom
how can i get the spikesize π
oh you don't know the asset size?
no its the standard ue4 shape that i adjusted a little bit
and now i dont know the default size
are you trying to make a moving wall that has spikes on it?
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
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?
the wall isnt moving i just wanted to explain it better sorry
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
scale is a multiplier of size
tbh i would just use a linetrace
so you'll need to know the size anyway
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
there is a distance function
but thats not solving my problem how to get the maxsize/maxscale for my spike
what am i getting returned from the distance function
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
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
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?
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
mhh
is it possible to see the default size of my object
by bp or in the viewport?
with any function
i looked yesterday cant remember to find the value
Bounds?
the mesh display shows you the size of your object
mesh editor
when you open the mesh
if you open up the asset
its not really an asset its a blueprint with a simple ue4 triangle mesh that i added in
you can still open it?
what do you mean by ue4 triangle mesh?
isn't there a static mesh asset somewhere? or are you creating it on the fly?
I think he means the white primitive static meshes you get
ue4 has cubes,trinagles,spheres i used the triangle and adjusted it a little bit
from the starter content
yea
well then double click the mesh asset
you should be able to find those in the asset browser
ok
under engine content
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
yea
thanks
i hope it works i tried it so long yesterday but i wasnt able to fix it
You can get the sizes of meshes from with BPs, and by doing line traces you can easily adjust your scaling.
is UE4 gonna support c++ 20 and modules?
I sure hope they can get it enabled on a per module basis maybe
@smoky sonnet No need to DM. By asking in chat others can see, help, or learn from.
Modules arenβt in c++20 anymore nullptr
wat
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.
@tacit kelp Which audio component plays the sound?
there is no audio componant available
and how are you playing the sound?
okay which movie component plays the video?
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
do you know by any chance if the video/audio is being streamed via UDP. How do you initiate a connection to it?
I thought so but went thru that months ago with no results
I see. I'm curious how you initiate connection to that URL
perhaps we can backtrack from there
send call I will screen share. I have it in a test project to figure this out
I'm in China, video sharing is impossible with the outside world
I can barely use discord by text π
nice I gotta use that excuse in the future @plush yew π
and you have no youtube either lol so kind of a tough nut here for this to work on you
unfortunately, my excuse is real π
NDA...
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
ooooof
Im sure you could use whats it called Billi Billi
bilibili Works when I'm not on VPN. But then I lose Discord π
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
likely some sort of component, if we find it we can destroy it
you put in the URL inside the "Initial URL" or can add it in with variables and such.
inside a BP just for the viewer of the Widget with the Web Browser
widget class is the YouTube_W (the widget with the web browser)
Any logic in the widget graph?
ZERO logic or node added in those 2 BP
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
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
For my sanity can you take a picture of the widget graph?
Not the designer part, we've seen that
the widget graph is empty
darn it
Player not on trigger
I found the web browser plugin in my unreal source code
let me look at it for a second
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
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
will try that but Im sure I did that before. then again Im old and forget things
because I'm thinking under the hood Something should reset everything when the URL changes
otherwise, that's a bug
well it is an experimental plugin
Yeah, but this minimum requirements, some sort of reset π
I cannot touch the variable in the widget or it fires off the url
in the editer it begins the audio and crashes ue4
I don't have any other idea Besides HandleOnUrlChanged
I found another interesting method ExecuteJavascript
I may have to destroy actor if I can get a viable reference to the widget
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 π
destroying the BP actor of the view does the same, removes the actor but audio remains
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! π
in the BP for the viewer that calls the widget reference. I see no way to use a variable to change the widget class
is there no "stop video" function?
video stops fine the audio doesnt and its not a video its a URL
no eye deer what it is or why its needed
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
someone knows how UE4RulesManifest.json file is generated ?
@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...
guys is datasmith a free thing ?
I believe so starting with 4.23 or 4.24 @stark acorn
Those numbers are suspiciously orderly tho
@plush yew my system never goes to sleep. I donβt think it is ue4 causing the issue. I do a system wipe every few months and the past few days I havenβt had an issue yet. Not sure what is causing it though
How i cna make
a backup folder for my project?
Source control
is it hard to use Git?
Hard to do anything and easy to do everything.
Its easiee to use perforce
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 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.
@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?
Right click on the timeline. Youβll get an option to delete frames [before selected frame]
thanks mate really helped β€οΈ
anyone know ways to distribute games? itch.io only lets me post 1GB big files, and Steam is not really suitable for me
you can upload bigger files using Butler
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 thx
what channel would be best for material questions?
Why does unreal like giving me heart attacks
Is there support for either 8k or 16k in engine ?
Maybe with the new HAP codec support ?
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
use a branch?
branch is basically "if"
Hi so i just duplicated a blueprint, and then it has this error.. any idea why?
it seems the event dispatcher is the only broken thing though
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
okay guys i'm facing the first problem ,
i can't make collusions :/
done π
sorry π
@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.
<_< just change the ini and you can import bigger files
hey me again is it possible to attach a spawning object thats falling to a wall thats moving
@smoky sonnet yes post in blueprints they might be able to show you how to make it
@fierce tulip how would you go about that ? :))
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
Don't tweak those settings quite often
@tender sigil ok
Under the Engine configs, you will see a BaseDeviceProfiles.ini.
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
Dope thankx man
im sure google has better examples
how do I write the name of my zip file in the butler cmd?
@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?
take it or leave it Β―_(γ)_/Β―
@tawdry storm idk gravity sounded interesting because if i want to make the difficulty "harder" i can simply increase the gravity
hi, anyone knows its possible to 'fake' a decal inside my terrain material, something like this?
so it falls faster
even the terrain is large
@smoky sonnet or you could just increase a variable in your code and not bother with wonky physics
so uh
how can I designate a zip file to push inside butler cmd
@tawdry storm mhh yeah but mhh idk im having a bunch of those objects
and setting the location for every object in a event tick or smth causing more cpu loss then physics or not
@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
that are my objects *2 its much more i didnt got it all on one screen
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
you could just group them under a scene node and only move that one so you don't loop through a lot of objects
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
are you using blueprints or c++?
blueprints
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?
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
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
@plush yew It's not that hard
well that's the one you'd probably want to use, what's not working with that one?
my target should be the falling object and the parent actor the wall, correct?
yes
but it doesnt work
is the returning values/objects of those 2 functions wrong to use with attachto
well it has to spawn that actor somewhere...
yes it gets spawned
and its falling
but its not moving with the wall
that .... is moving π
collision isnt important for this
just to ask and be safe
it shouldn't be
okay
is the spike simulating physics to fall, right now?
well there you go
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
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
so far so good
but now i need to set the actor location for every object every frame
omg
π
for f**** sake
why? the spike is a blueprint right?
yea
ngl whatever you're doing sounds absolutely hellish
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 π
then you're a better person than I
I'm just really bored at work right now
@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
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?
why do you use that second "get actor of class" node?
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
yes
so right now you move all your spike to one location
yea
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
what is the add location node
whats the difference between actorlocation and actorworldoffset?
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 π
yea
okay i will try but dont know why it should work then
lets see
mhh doesnt work
seriously, if you'd do this in your spikes it would be way simpler
if you use the Z axis for up and down, that is
how would I do on about making a ship/vehicle fly like a LAAT in star wars
oh it isnt working again because of gravity and physics
ok
well now all you have to do is calculate your gravity
What does an actor need so that i'm able to do a focus jump to it in world (with; select + F)
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 ?
you need the actor's transform
@smoky sonnet I'm not 100% sure as I didn't test it, but this should hopefully give you a decent basis
mhh it bugs
lol wtf
@tawdry storm ok i will copy it π thanks
Anyone able to help with MiB Budget?
@smoky sonnet only do the offset and nothing else inside the spike blueprint
calm down I'm trying to fix this π§―
Wonder why..GetAllActorsOfClass on tick
well no wonder with that abomination of a tick function π
mhh
@smoky sonnet here let me do your homework for you. put this in your spike
and disconnect whatever you just screenshotted
is that a word?
if it works π fine
Screenshot is a word
well if your spikes are set up like I think they are then it should work
everyone starts somewhere Cranz D:
oh god what's going on there
I called in to work today because I woke up late..
Good time to follow some coding/dev courses? Lol?
Please at least this
@smoky sonnet just a headsup it's -9.81, otherwise it'll go up. π just tested it and it should work
yes i already changed it im trying that it should now go with my wall
it should do that automatically after it's been attached to it
why are you getting all actors on tick
but never used offset and if im putting the Y value of my wall in addactorworldoffset i think it moves across the world π
oh you mean
ok
i will try it again in my other BP to attach it
why is that get actor location in there?
that wasn't part of the homework π
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
it attaches it at the middle part
well...
location is set to snap to target, so it attaches it with the spikes pivot on the walls pivot
just needed to set location rule to keep world instead snap to target
there you go
hello guys-in the ue 4.24.1 is the new physics systems and stuff for fortnite or not?
my spawn enemy side algorithm π
oh god
It has a comment, +1 for awesomeness
pretty sure that can be done in less than 10 nodes
jeasus bp ysstem-xD
hello guys-in the ue 4.24.1 is the new physics systems and stuff for fortnite or not?
@tawdry storm idk if you want to try π
why are you spamming that question? it's literally still on my screen
One comment for it all, way to do it
@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
comment should read "abandon all hope ye who enter here"
You know, collapse graph is kinda annoying to work with. I started using it for organization and it isnβt the best
@plush yewno its not the same
wdym it is not the same?
okay if it handles the scaling I'll permitt a few more nodes, but whatever you did is still probably overkill @smoky sonnet
probably as in 'very much so'
yeah definitely
@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
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
ok but I can't understand again-you write chaos and chaos
UE4 = PHYSX. FORTNITE = CHAOS
for my defense im just using 2 get all actors of class in the screenshot above
UE4 should get Chaos at some point in the future
a ok
how i can do something like this ? but it to work
I thought we use them but not π¦
Explain gamer liber
@fierce forge what are you trying to do? that second cast seems a bit redundant right now
Gotcha
?
those are wildly different classes, aren't they?
You probably want the player pawn lookup
casting isn't "magically create an instance of some class"
it's close to magic though
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
it's simple
i want to get a variable from each player and ii don't know how i can do this
Cast always returns the same thing
first time the editor spawns a cast node it should offer a lesson on polymorphism tbh
Unless itβs not representable
and every player to see the variable from each other
There should be a node for pawn from player index
polymorphism if programming and/or CS 101 π
Iβll look in a bit liber
plenty of lectures and tutorials for that on the interwebs
can somebody help me ?
at least link to it
@fierce forge sure, read this: https://stackify.com/oop-concept-polymorphism/
okay maybe not the best link, that's what I get for not skimming it first
it's what a cast node does
i'm not beginner
thing cranz is trying to say is player state is not a pawn
so it will never cast to a pawn
maybe I should write up a simple blurb that explains this stuff
because the amount of times I have had to explain it I could almost make up the time
how i can get the score from all player and everybody to see it , like making a score and everybody to see it
?
i wonder if matheww has a video on this
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?
What is Casting in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
@fierce forge
with this just the sever can see
server*
i searched on google and i need player arry
array^
k, so you just need a pawn from player state
i censored confusing parts to just get a player state there but I guess that how you get it?
is PawnPrivate an actual pawn?
not working

it's like it is not existing
if get player pawn doesn't work client side gamer liber, i imagine that won't either
maybe you need to check isvalid on the player state if there are empty indices
and or
compare each player state and make sure the id matches
the issue here is you are assuming the game keeps track of all players for you
how i can resolve it ?
track the players yourself you must
@tawdry storm hey me again i want to ask smth again π | this is my function that makes the wall move if it is disabled everything is good
how ??
is this multiplayer?
at me yeah
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
my interface call gets ignored
it's a mp game
and are you doing this from the server or the client?
@smoky sonnet so if it's connected to the Event Tick it doesn't work and if you connect it it suddenly stops working?
yes weird
that is indeed very weird
and it also stops spawning my spikes if it is attached to
hm, can you show a screenshot of where you call the interface?
@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.
thats my spike bp and it checks if the component who overlaps with him is p_Cube
i resolved it 90%
thought you said that didn't work?
with cast to game state it didn't work
@smoky sonnet well one problem that I see is that you destroy PCube and then try to get it afterwards
try putting the destroy actor node at the very end
I still don't quite get why it would work in any case, but it's a start π
did that fix it?
no
cool π¦
what exactly are you deleting there anyway?
every object that moves
but it doesnt even gets called
because i debugged it in "low" because of my print string
it doesnt show up
maybe event dispatchers would be a bit better for this? or if it's just single actors, just make an event in the actor
I've gotta be honest, I haven't done much with interfaces and I wouldn't really know how they behave in this case
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
Anyone know how to fix this error when launching a WindowsNoEditor build of a game? https://i.imgur.com/lr8ItoE.png
@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
Hey guys! been wondering... what does the DoOnce Multiinput Node do?
@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
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
these lines come from here
plz help
remove the function call