#ue4-general
1 messages · Page 654 of 1
It worked completely fine I turned off my pc one night.. came back the next day and the engine had stopped working
in the launcher, can you click the little dropdown menu next to "start" on your engine version and hit 'verify'?
sounds like something is broken somewhere
thats oddly always the case with things that break. they worked fine before breaking.
- My old Turbo Pascal teacher
I just did verify before I messaged on here
would've been too easy, huh?
If only!
joy!
bit random, can you open the .uproject in notepad? see whats active pluginwise
I did learn one thing from that log
Danny :p
bit random, can you open the .uproject in notepad? see whats active pluginwise
yeah, you can
the main one, its a hunch, and probably wrong
@plush yew I was asking hern so he can check it
I know you can
:p
my bad!😫
its all good :)
The only plugin installed is Datasmith
log tells me some stuff is missing, but its outside my paygrade as to what it means :/
The stuff at the top of the log?
not only there, and something about being 11 chars too long. but.. well.. no clue
I have no idea either I followed a thread about it that said to delete local data but again that'd have been too easy
I tried to run UE4 on my macbook pro and it went to 95C
anyone know why ?
is mac just not powerful enough to run it ? or is it a driver/software issue
when will we get replication support for TMap? 😄
anyone that knows of any nice cartoonish effects assets packs? im using UE4
@hollow tusk might be better to ask in the right channel
like #fab
though people probably tell you to just browse the marketplace
xp11 == xp10 + upgrades.minor;
mastersim == xp11 + p3d * 10;
this weird thing keep coming up as i equip my weapon using sockets
any thoughts??
Hmm.. Just saw 2020 release targets on the road map: 4.25 in Q1 (subject to change), 4.26+ TBD.. (like, never, because of UE5 ? 🤔 😏 )
I wonder at what point almost all ue4 modules become plugins
UE5 will exist?
unlikely unless some massive paradigm shift is needed in 3D engines
or a rewrite in another language maybe
incremental evolution seems more to be the norm
well there's also the option where Epic just takes the next UE4 version and decides it's time to call it UE5 I guess
Yep
Am trying to equip and unEquip my weapon i kinda tried everything its killing my mind
i just want when i press 1 it comes to my hand and when i press 2 it go bac kto my back without animations
Just a snap
Any thoughts
well, I hope to hear more good news from GDC... Unless GDC gets cancelled like MWC did
they might just rebrand unreal engine 4 to Unreal Engine™️
The hell is mwc?
kinda like what windows is trying to do
@normal burrow https://www.engadget.com/2020/02/13/mwc-2020-morning-after/
Have you heard of mwc before it got cancelled though?
I’ve not lol, don’t expect gdc to cancel
Epic would likely still announce whatever
and it's a massive conference.. If you ever had smartphone and thought of getting a new one, you probably should take a note 🙂
It was in Spain too
Hey, if I were to add a tongue joint to my character that already exists and has animation in UE, will that new rig (again, just a tongue joint added) need a full retargeting process to work?
I'll ask in #animation instead actually..
is there a way to show the mesh bounds inside the level viewport?
jazz music stops
hm alright I found the offender, but why would the object bounts be so far out of place?
it's not the collision and when I activate the vertecies display it's not showing one floating up there 🤔
I'm just happy to think Tim Sweeny will probably not add loot boxes and microtransactions to the UE4 editor
@celest creek
My rig had a full face and tail and ears
Tldr if you retarget, they'll just ignore those Bones
But won't break retargeting as long as they're on top of the default hierchical
So you'll need to manually add animations for your tongue or drive it off physics or whatever
does anybody know how i can make a damage notify only do damage once?
You could probably disable damage events when you get damaged the first time, or use a Do Once or a boolean check or something
@exotic thicket ok so im trying to do this but it says that the variable is read only and cannot be assigned a new value
You're not trying to modify it in the RepNotify function for it are you?
Not sure how that would behave if so..
But if not, check that you haven't set the variable as read only in your blueprint, I believe that's one of the options you can set for variables
doing it in a blueprint class
Hi im looking for someone is very creating material and texture in style like anime? Where i should go?
Using Project file BP for the alien ship and looking for a way to make it like so without holding ctrl it goes down
try with an event tick with a decrement on z, and add another one with the ctrl that nullify that decrement?
hmhmhm dont know a shit about vehiecles so
@normal burrow (I don't wanna annoy you with the ping So im sorry) but I believe it was you who mentioned this about the game is counting damage for every instance.
Turns out its not
I spawned in 1 and it still hit me 3 times
ah your talking about overlap?
Yea
Can any1 explain what Is valid means
am trying to understand it
not having it 100% 😄
it checks if your variable has anything assigned to it. So basically if it's empty or not.
so basically if you don't initialize your variable it won't be valid
@plush yew
exactly
Can I cast to certain components on a character
Like only have a overlap event happen when casting to a capsule component
@lime gull overlap events have the actor/component that it overlaps with, you can always do a cast for a check or an interface event yes
have you tried printing out the items that are calling the overlap event to fire so you can determine why it's firing 3 times?
Yea lemme try that
matheww they're trying to have it fire one time only
Its exactly what I thought
yep I gotcha but do we know for sure why it's triggering more than expected
What is iirc? Im a bit dumb
if i recall correctly
if I recal correctly
well they had a Do Once node that didn't work some how
maybe you should post a screen of the bp
so it says capsule compent but is it the same actors component?
Yep
I know these are redundant and stupid questions but...
yeah like p@t suggested the BP or an example of this happening might be best.
gotta be asked, but yeah i think i understand where your going with that component comment matheww
these are all good btw, I'm doing a blueprint debugging write up now and I need real world examples for debugging use 😉
woo
I am hoping to have 1 broken project and to just work thru fixing all the issues using all of the BP debugging methods but I need many many more examples so I can piece it together lol
is there a way to create automatic LODs for multiple meshes at once?
static?
yes
it looks fine here
and then after that its just destroying the actor
what is it printing? Idont see connections
and you did try using a boolean?
I did
you should literally have on component begin overlap -> print string with the other actor into it -> the rest of your code
so you can eliminate all other code
okay ill do that too, but its printing out the "other component"
print out the actor so we can verify its the same thing causing it to overlap
and to be honest you should be printing out the value of SELF and the OTHER ACTOR
^
so like use an append node to print out the self value and the other actor right after the overlap event
hell you could just unhook the rest and do just the print string to eliminate other issues
@tawdry stormhttps://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/HowTo/AutomaticLODGeneration/index.html
How To use the Automatic LOD Generation system in UE4.
haven't ever used that
so not sure about batch processing it
yeah I found that aswell, I was just curious if there's a way to do that for multiple meshes at once 🤔
thats the one thats activating multiple times
but the bit about the LOD groups is really speeding up the workflow
ok we need you to print out the SELF value (so we know who is callign the print string) and the OTHER ACTOR so we know who that item is colliding with (dont care about the component for now)
if it's doing it 4 times we would see 4 identical print strings
I had it on a delay so we can see the component that its colliding with
ill show you it happening multiple times
no reason for a delay, change the duration on the print string (the drop down menu below it) to something like 10 seconds
should be plenty of time to get it to trigger and print out
still didnt add self
yep 3 bullets not 1
thats why we wanted self to print out
cause it did the same thing before
Okay what the hell
there is 1 bullet spawned in the map
🤔
I tested it out in selected viewport and it onle spawns one, but the name does change. Like the first one is bullet, then the second one is bullet 1
This might be the issue, but what im essentially doing is every time its the enemies turn, I spawn in an actor, that spawns in the bullets
https://gyazo.com/5c92ac121fdfd75e75cc9d723e73f315 Any help with this error?
Making a hover vehiecle but it just falls down after I use add force to go up and down
how can I make it just stay in place and I have to use down to get it down
lightsaber matheww is right
unless your actually changing the name
Can someone tell me why my animation isnt playing this way?
@hidden aurora make sure they are up to date, or roll back a few months and try older ones is about all that can be suggested
@hollow tusk you have no animation selected in the play animation node
If you wanna see this abomination of code, maybe this is causing the issue
Ill kinda explain what its doing
@grim ore still doesnt work when I do 😦
are you using an animation blueprint milan?
Its strange cause other projects in the same version work
This is what spawns the bullets. I pick a random box (its 4 boxes so it spawns outside not inside) and spawns the bullet using the same transform as the box
and the reason im spawning this in, instead of using something like target points is because in the future theres supposed to be many different attacks. Like ones that shoot in one direction or something
So there probably a better way of making a bullet spawner id imagine?
there most definitely is
hahaha
@hollow tusk how are you playing the existing animation? If you re using an anim bp and not just an asset (single animation) you need to either use a montage as part of your anim bp, trigger the animation in the anim bp, or tell your Skeletal mesh to use assets instead of the anim bp so it can play the animation asset.
the sequence with the branches that also refer to each other is hard to decipher, but I wouldn't be surprised if that system could somehow break and cause your error
ill zoom in on it and see if i even know what the hell i did haha
uh your code looks like its spawning 3 every time
pick random #, spawn up to 4 bullets if the number doesnt match
3 out of your 4 != will be not equal to the number you pick
why is the screenshot so tiny? are you working on a nintendo switch?
do you have skillshare?
I do not
theres a tutorial there with a bullet spawner at the end of the tutorial. not sure if thats what you're looking for
@lime gull get rid of the sequence and just go into the first branch
alright
id give you my account but we're not bfffs....yet
something you can look into instead of using a buch of sequence or branches is the Select node. IT allows you to put in a value to select results from. For example you could select from int (your value) and then put in your 4 box variables and it would output the 1 box based on your value you put in
select not switch, no need for 4 executes
haha
your screen quality is low BTW since you are using bandicam, just use print screen heh
Thank you
dangit
could replace a large amount of that mess in the middle
I just did that too 😄
hahahaha
you would have to change your random int in range to be 0 to 3 then of course
Yea i did that
Art V1 experience anyone?
It only allows me to install to 4.21 but I'd like to have it on 4.24 also
Okay thank you all so much for the help. Not only does it work but I learned a lot and theres not a giant mess of programming
Hahaha of course my soon to be best friend
so the select node we showed above, what is a good question "how do I blah blah" that would be alead in to using the select node
maybe "How can we pick one choice out of many without using multiple branches?"
Yea something along those lines
basically have to come up with questions so I can answer them lol 🙂 I've got the answers it's coming up with a good "question" in one line that is fun
How do I pick a random (Value, component, something like that perhaps
also Matthew, are you gonna upload these questions on YouTube, or like put them all in a forums / readable type thing, or something else?
It seems extremely useful
hi. How do I get a rendered image from UE4?
technically they would get uploaded somewhere for some reason at sometime and that's about all I know right now lol
@nocturne dragon there is a high resolution screenshot option in the viewport in the top left or you can use a blueprint node to take one
I maware. So thats how we get a render? Theres not a "render" button? hehe
sorry, im newbie.
Unreal Engine is a real time engine, it does not render the image
so what you see is what you have
how do I edit a .py file?
I need to merge my existing one in my maya directory with a new one
@grim ore Hi, I was wondering, is there a way to parse texture2d with blueprints and collect pixel values from that?
nvm i got it
@restive mist you can use C++ and expose a node or you can use something like the Rama BP library to do it. Natively in the engine I thnk there is a way but it's very expensive as it uses render targets and materials
@grim ore Gotcha, managed to google the C++ ones before, was wondering if there is a BP one, thanks
anything else I can use then add force https://gyazo.com/61351e28d77837960fbd0160433c86d1 so I dont have to enable simulate physics
cuz Its a hover and if I simulate physics it just goes straight down again (specific one on pic is the one to go down again)
https://gyazo.com/d5d596f5c0744b1cc236694f2b4a1e11 this is the one to go up
If you dont simulate physics then dont use force, add local translation over time instead
how can I add so it goes over time and not straight to it
mhm
@restive mist I know I have used a line trace -> material then used the UV coords and a render target to get the exact pixel that was hit and did something with that. The issue is it's a slow process so you can't really do it every frame and you need the info above such as the UV coords for the pixel you want and it needed to be in a material. In pure BP you can't access the texture 2d info itself.
@grim ore thats what I tried before, yes, not very reliable, Im struggling to find a full list of features of Rama's plugin, where shoudl I look? form post updated with recent changes from what I can see
forum*
if I do a timeline wont it just replay the thing or will it keep going up when holding
there is a blueprint called do Once @brazen hull might help?
If i set my wep to invisible it wont overlap with anyting?
@plush yew you can remove collisions as well
visible rendering and collision are separate
hmhm
yes
yep it's a common problem people run into when they make the mesh invisible on a character but the collision is still there and they go WTF?
seem to got it working instead off clicking to play how can I hold ?
@grim ore really thanks for always helping out 😄
can you tell me how i disable colloison
i just need to call it with visibailty thing but what should i type in graph
Theres a node for that I believe
like enable collision, and you can set it to no collision or enable physics / query
yep if you just want to disable it you would use that node
May be a strange question, but how would I save how far im into an audio clip and play from that point?
it just depends on how you play it, some of the nodes return the sounds object and you can check. Other wise if you are using an audio component and play the sound on it I beleive you can check
Okay I'll see what happens
I could be completely wrong as well looking at it now I can't seem to find elapsed time 😦
I could never find anything on it before, and I lack the unreal knowledge to figure it out
yep I thought you could but it's weird... There is an event you can bind called "On Audio Playback Percent" that you have to bind to that updates with the percent but even then I dont think you can play the audio back from a certain percent
oh jeez
oh wait no when you just use play on the audio component you can pick the time
man this is complicated you figure you could get the current playback time of the current audio component
Yea
The only thing I can think is having a thing that will count down each second, and save that when I enter a new area or something
but that seems dumb to me
so you want the sound to continue between loading areas when you get to the next one?
Yea, like for instance I enter a shop. When I leave the shop I dont want the sound of the main lcoation to restart
Or when I enter a battle
gotcha. is this a new level load completely so it destroys the old audio component?
I know it's silly but if you had a sound blueprint in your main level that was always loaded (using level streaming) you could have it hold the sounds that should be playing and in that case you could have a main sound component (your main location) and another for inside locations and then pause the main one, start the inside one and then reverse it when you leave.
otherwise uh binding to get the percent then having it start again seems to be the only option in pure BP
The level streaming does seem like a good option too. But the way I set everything up I feel it might be easier to try to use pure blueprints.
I can save the percent in a variable in either my game instance or game mode, but how would I save it
welp level streaming is pure BP, it's just the way levels load in the background
using level streaming you could just use your main container level to hold everthing else
But actually now I think about it, the world will be split up into main sections ( Like forest, plains, that sorta thing ) and I only have 1 level that handles all the battle, so does that mean Id need to make multiple battle levels? Or have the same one streaming in multiple worlds
the crummy part is videos can get the current time but the old audio engine cant lol
haha well damn
you can probably just use one battle level
like right now you are handling it however, using level streaming pretty much just puts a wrapper level that is persistent (its called the persistent level lol) and you could have your persistent objects in there (audio manager for example) so they never get unloaded
not saying its the best answer but it would let you keep something alive at all times and do stuff with it
quick and dirty for now would be playing the sound and getting the playback percent and when you transition you save that to your game instance and when you load back into that level you get the percent, figure out the time to start again based on the time of the music file, and when you play you tell it to play from that part
its not elegant but uh the other option is to just have the music be "generic" and fade in and out so they never really notice it starting over or hell just randomly pick a new start point whenever they come out lol
now you have me curious on the corrent way of doing this
hahaha
and picking a random start point could also work because the battle level is gonna have its own music playing, so the player will probably not even realise
its a solution to a problem for sure lol
but I want to find out the correct solution if it's possible
I dont blame you lol
🙂
I can understand why the time or percent might not be available just due to audio streaming and being able to use cues which could contain multiple audio waves
but damnit thats not a good excuse 😛
Paper 2D was basically an office jam done by one dude.
Not a market they seem interested on tapping into unfortunately
Polyart studio just got a grant for their 2D stuff in UE4, that might be of interest in this convo
Anyone else think the grant to Godot has something to do with this
Or just poking unity in the eye
I cant give a say, Im just now hearing about any of this haha
Can a moderator tell me if I'm allowed to drop a gumroad link here?
It's to said product I mentioned
Since ue4 really isn't targeting the 2d market, and unity is... And Godot is but Godot isn't really a competitor to ue4...
In this case it kinda is yea?
Guess I'll drop it then, would most likely be on topic
thats @chrome prism's stuff iirc
Sure is 😄
Not even working on 2D, but joined his discord because of the insane work he put into it
I am working on 2d so I think ill give it a join as well
Erik could you DM me a link or are invites off
It's in the description on gumroad
link wont load for me
Can I export anim bps and import them to another unreal kit?
I'm trying to recreate this anim bp from the Atlas dev kit in the Ark dev kit, and I can't find the nodes used
@light lintel in the mesh view, find details tab, scroll down to physics, there will be physics asset, you can make one
sorry?
the asset details tab, on your screenshot
Does anyone knows how can physics be networked with low performance impact?
@light lintel if you open the skeletal mesh of the weapon...there is an option on the top to make it a static mesh. Then you can set the collision in the static mesh
you shouldnt have to...you can still use skeletal meshes
if you click on the skeletal mesh in your character and in your details panel.....scroll down to collision section and you can set your collision there
that whole collision section lets you generate overlap events...ignore, overlap and block channels
try setting collision to custom and then messing with the settings
I've been searching for a few minutes now and couldn't seem to find a way to set the default font for text objects inside widgets. Is there a way to do that? 🤔
@light lintel sorry i cant be more of a help...im actually working on a tutorial series atm that will lead me to this exact senario....will let you know what happens 🙂
that Default thingy is just "Typeface: Default"
Changing fonts are easy...
@light lintel open world by codelikeme
hey guys, has anyone found out where in the third person template the binding for mouse 2 exists?
Real problems start happening when you want to go into the options... etc.
lol
yea no kidding....this is my third attempt at them.....i skipped all the landscape bs because of problems with things not turning out like they should and got tired of taking 4 hours for one 25 minute video
funny...i JUST completed that video with the camera chake and ttack move
Hi, I wonder if anyone got the "Vehicle AI Plugin" from Marketspace ? I bought it, but I have not clue how to use it 😦 and there is no Tutorial
in the comments of the one video there is a link to the video where he does the aatack move code..... I've learned with his videos you have to read comments to see if a. others run into the same problems and b. there are typically links to videos where he shows how he did something because he forgot to add it in the video
the camera shake video has the link to the Attack Move part.....the attack move video is only about 5 minutes long
the video number is #55 in the series
yea im mainly using this as a learning experience.....i have seen so many different ways of doings things it makes me dizzy lol
https://docs.unrealengine.com/en-US/Engine/Basics/DerivedDataCache/index.html this article does not state if this is engine specific. Can I share a DDC between several engine versions? is a DDC shared between projects or is it at a project level?
Overview of the Derived Data Cache and the storage of assets in formats used by UE4 and its target platforms.
Hey guys I'm trying to package to my Android device and I'm getting a R32_UINT texture not supported (sRGB=0).I have an empty map with a sky sphere.Where do I make configurations.
Not sure if it's quite visible, but I have a really weird jitter when I move, where the character seems to "scale up" for a moment while I press the left/right movement keys. Anyone ever seen this?
Nevermind, got it. For posterity: issue in my blendspace where I had an animation with a different scale 🙂
@brave lark the DDC is generally engine specific, by default there will be one per engine version in the general cache folder. You can make them project specific as well which is basically engine specific but in that project folder/structure
is Udemy a good place to learn C++ and more in depth UE4?
ive been using UE4 for a few months and have used the visual scripting, but want to get a better understanding
@sacred inlet I honestly don't know if that's the best route to go...
im saying I want to learn actual coding
@grim ore any chance you'd know how to hook up the camera manager's camera to behave just like the default follow camera from the third person template?
Anyone know how to work with particle systems? I'm trying to adjust one I made following a video, trying to make it fade from one end to the other slowly, instead of all fading simultaneously
what do I need to do to make this tank operable?
@rotund scroll the camera manager is just a class used to manage the active camera. The default follow camera behaviour is just due to what it is attached to and using the spring arm with the settings
yeah I understand, but for instance using the UpdateCamera or BlueprintUpdateCamera functions I'd like to at least mimic it to a point where I could use it as an attachment. it doesn't seem like they're the same camera, but rather 2 different cameras
Is it possible to set a custom thumbnail for a blueprint? I know you can edit the thumbnail and rotate/zoom it, but is there a way to use a custom image or texture for the thumbnail?
@fierce tulip Epic did come back to me a few days ago and offered a grant for the project 😄
@frosty bloom Thanks for the support 🙂
@chrome prism Pretty lucky mate. I have been waiting forever to hear back from epic for a grant
@thin tendon Well it took 8 months to get back to me in my case. So just keep hanging on
@chrome prism Thank you for your hard work! 🙂
ohh wow yeah okay. I think I have been waiting about 3 months. So I probably have a ton more waiting lol
@thin tendon I've heard there were a lot of submissions and they need to sort through them all. So it's taking longer than the initial 3 months.
Yeah I imagine they would get alot. The first time they did it I missed out. Submitted to late. They didn't even get a chance to look at it
That's unlucky
I am super new to unreal engine so don't judge me please
Anyway how do I change a part's transparency? Cause I am trying to make a window
Controlling the appearance of surfaces in the world using shaders.
An introductory document on UE4 Materials and how they work.
Thanks
So why do people use this over Unity?
Lotta reasons. Any particular thing drawing your eye?
anyone else get weird bursts of your CPU fan whenever you're scaling an object (in my case a default box)
At this point the only people I know who use Unity do it for 2 main reasons:
-more free content and tutorials
-greed (when I make my millions off my game idea, greedy epic wont be stealing my 5% ontop of all those other fees from steam and such!)
Or at least that’s the best way to sum up :p
-easy to prototype, gives programmers instant gratification
-schools
I accidentally closed all the stuff that is in the hud How do I open it again?
hey guys I need help with something
how do I make it so that when I hold crouch and press jump the character gets launched?
it’s backwards rn
I’m not positive but does crouch effect the ability to launch/ jump? As in you might need to disable crouch in the same branch as launching without the need for the player to release crouch button, or change the way crouch and jump are handled.
Would need to know a lot more about your setup for more specific insight but that’s the first thing I would consider if you’re not getting any specific errors
no idea
@craggy flax I followed a different tutorial that replaced jumping with launching
so yeah, I can jump while crouched
^nice
I tried is input key down but it’s still backwards
What would you says is the most abusive thing you've ever gotten the engine to do?
almost crash because of plants
I Keep getting this error. I set the default server gamemode as well.
ProcessResult.StdOut: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
help
need more log
do you have a log without the errors that have been fixed?
i had to get off my pc, i searched the entire thing
i couldve got another copy im sry
all good
They Delete the assets from the Epic Games library
Delete all instances of the assets from your map
Delete the assets folder
thats the fix lmao
@normal burrow
do you have these folders?
no
the fix you gave me is a troll
@normal burrow the only fix i found was the default server gamemode, which i changed
Do you have a blank map in level list or something?
no
likely associates to something missing?
did you try #packaging ?
would give that a shot, i'm not real sure what it means by DoesPackageExist
kk thx for trying
could be a blank field somewhere, they might know right away, this question is all over the internet without answer
yep
BP to C++ sorta
there is nativasation
but you need to understand that Blueprints are a core function of how unreal functions
Nativization is broken afaik
^ along with 500 other things
👆
What if there's two of us who want to work together on a project, one used blueprints the other C++
thats the fun part
that's not an issue
there is no need to convert back and forth
useless pain
delegates etc, should do what you need
is it worth me learning C++
if im going to be blueprinting
will i
will it benefit me?
the person on the c++ is gonna be more in abstract land by nature
don't have to do it this way but its usually the case
do you know how to program in general
learning the logic behind programming is useful
things like forloops and what ticks are and gates....and more advanced stuff like events and binding
ive taken a few college classes, but im a chem E by nature. i'm just learning C++ now got into blueprints before doing the coding
but actually coding.... it's kinda meh unless your already there
not needed
you can skip the c++
blueprints is coding tho
I still dont fully understand it all though
it is... just not typed out
So long as you know the fundamentals
so should I just look up blueprint tutorials
yes
ye
instead of this C++ unreal tutorial?
yaw
zed
roll
I've been using ue4 for 5 years... only needed to use C++ 3 times...
eulers oh my
eulers!
hmmm lets make him do quaternions right away ! 🙂
this is the very next thing they need to know for sure.
1,0,0,0 == 180 degrees of rotation around X
-1,0,0,0 == 180 degrees of rotation around X
and so on
hey guys I need help again
how would I set a character’s friction so low that it’s like sliding on ice?
reduce acceleration (this also determines deceleration)
hm actually yeah, I don't think characters use physics materials?
do you want to use physic material anyway? 😛
maybe
but I think the character movement component does all the math (without one), so yeah lowering acceleration of inputs would make it feel more slippery in response
I got it
it was braking deceleration
alright I have one more question
how would I implement momentum to this?
so like
while going down a slope you gain speed
would you be making a snowboarding game?
Does the cmc keep track of that?
yes, its the ground hit result variable
i got ya no worries
I did not know that, I know you can tell if it's grounded
yeah the hit result sits on there as a member
Well awesome
I’m not making a snowboarding game
Yay for learning
hi everyone!
I'm having issues when I compile the C++ the code, it doesn't saves the changes but I'm getting no error at all, it compiles successfully, it's like if it has some sort of cache, I'm using 4.24
any idea? : (
Compiling in editor or in vs?
Hot reload is a little sketchy as is, most recommend doing it in the code editor it can cause weirdness like this
And it could be using the cached intermediate files and your just not seeing an error
ok so
to not change the topic
if anyone has the solution to my problem then please dm me
I thought we suggested stuff
oh wow
*believe that would accelerate you down the slope
it might accelerate you up the slope if my cross is reversed
but heres hoping
and it’ll only work while sliding?
that 1 in there
is degrees from up
the 1 in >
you can set that to whatever slope (Degree)
no but, it'll take some doing to figure out what numbers work right (try really really big numbers on force if its in g)
alright
may end up wanting to make a curve evaluation out of that acosd angle
tried to compile from the VS Code command line but is giving me dependency errors, I'm sure it's because it doesn't know where the dependencies are
for the force amount
is there a way to delete any type of cache UnrealEditor might be storing?
Intermediate folder Cloudzard
but couldn't give you pointers on using vscode with unreal
thanks! I delete it all?
that'll blow away the build files yeah, binaries too
kk thanks I'll give it a try
there are caches in Saved folder which can also be deleted but not really code related
omg finally made it work thanks!
the intermediate folder didn't work
but I deleted the binaries one
and after UE rebuilt them finally everything is fine
damn cache!
🔪

@normal burrow ok I tried it and it didn’t work
Which branch stops it? You could sinD the angle from the acosd instead of using the cosine. I overlooked that part
But see which branch stops executing. You should be running it every tick
What is it connected to now?
part of some stuff for a wall running mechanic
You could use a sequence node
but I also only want it to happen while sliding
As long as it’s called every frame while sliding it should be ok
Try setting the first branch to use the blocking hit above the Boolean it’s currently plugged into
which terms
what's a blocking hit?
All good
so change it from walkable floor to that?
Yeah
alright
When you enter play mode does anything light up in the blueprint?
It’s possible 500 is too low of force to multiply by too, could try 10000 but make sure the add force node execs
Ah cool
when I press the slide key it only happens for a second
Any idea why?
nope
Could post the blueprint
it's a bit big
and all it does is set your braking deceleration
I might just save this for tomorrow
Does anyone have any experience playing around with input in Unreal. I have a question about their implementation. Why do they have an Input Vector they claim is Accumulated when it's called by from the pawn class to the movement component and then back. Why does this matter if all we care is to get the transform from the Actor and the input scaled from -1.0 to 1.0 from the player controller and send it off to the Movement Component for processing (physics etc..) then send it back to its pawn owner and Update its Screen root transform in world space. I see AddMovementInput called inside to the MC which passes its vector back to pawn to be Accumulated but in any implementation where any class of MC is used it's never actually passing a vector to the AddMovementInput function? Thoughts?
Has anyone worked with Azure Kinect and Live Link to Unreal Engine?
there are a few reasons staticjpl
one would be mutliple bindings to the same axis
such as mouse movement and joystick * delta seconds
the movement component also doesn't always route this way, everything along the chain can choose to cut off input
the reason it goes in this loop is so that you could potentially override the behavior (at any destination along the way)
its a dumb oop thing
that's exactly the intuition I felt
I wasn't confident enough to assure that in my head
it seems they did the add movement if you have some physics vectors or something you want to pass into AddMovmentInput
Externally
then on tick the next consumeInputVector from the Movement Comp can use that accumulated vector for some other processing or w.e
@normal burrow Do you know what this OOP methodology is called? to have this chain behave this way I wanna read up on it.
mmm i'd probably get terminology wrong every other time tbh
maybe a visitor pattern or something
i know about observer pattern but never visitor
I've taught myself so am not keen on the terms
hmm
i'll look into it
but seems odd to have Control Input Accumulate even tho on the next tick it gets zero'd out
anyone find a way to use the launcher without wanting to tear your hair out? going between content packs and even just scrolling the damn thing feels like windows 10 on a 486
You can browse the marketplace through the website. Otherwise, launch your project directly from project folder and grab a stiff drink whenever you do need to visit the launcher.
kind of the answer i anticipated
Very quick question, is there a way to apply post-process volumes to only specific objects, and not spaces?
Oh no wait this isn't vfx lol
Yeah, you use custom depth within the material and enable custom depth to any object you want to be influenced
trying to import a mesh from ZBrush into UE
it says its all degenerate triangles
what do
Does anyone know how to get the thumbnail of a variant in bps?
can anyone confirm this is not a good way of making materials? I think all those materials are related to different assets. Do we load all those textures everytime we load an asset?
@brave lark just continuing this from here: https://discordapp.com/channels/187217643009212416/375019235853729805/677740948406534154
was just curious as 4.25 is labeled in trello to have improvements to atmospheric sky ( which is blown out in 4.24 ) so yeah
do you mean the lighting? it is meant to be that high, because that's physically accurate light from the sun. it's meant to be used with auto exposure with extended luminance range
Triple A games use Bps as well?
Am just wondering if people like us keep doing bps and wanted to find a job and some place that uses Unreal
would that be easy or they taking people who do C++?
imagine using c++ in 2020 lmao
hello i have a issue with selecting multiple faces on a static mesh. basically while ctrl clicking to select multiple faces, it will randomly deselect all faces - so i then have to press ctrl z to get my previous selection back. it feels like 50/50 chance it will select the face
bsp not static mesh i mean
@plush yew AAA usually uses both, C++ and BP
@brave salmon You can check by using the Size Map, right click on an asset that uses it, and select the memory option from the drop down
Am trying to add skeletal mesh but it keep calling Cape Skeletal Mesh i know i just can change it from inside but why isnt it calling the normal skeletal mesh from the first place?
Hello, I created a project and imported all my assets, but i accedentially selected C++, is there a way (without creating a new one) to switch it to blueprint?
in the upper right corner is a button "Disk Space". click on it to see the size in memory
thats much more important
https://msgpwebsites.azureedge.net/fsi/wp-content/uploads/2020/02/Airway383443-scaled.jpg is it possible to make the game generate and spawn 3d objects for this ground mesh by a.i?
until now i only see buildings. but no cars, or bushes on the streets
streets will be there too, thats not the problem. but bushes, parked cars will probably miss in this fligh sim
but how would you tell the game where to place parked cars and bushes on the street, fences etc?
openstreetmap has not data for fences or bushes
a.i. should detect parked cars and bushes and then place it procedurally
@honest vale
is this possible? 😮
yes it is possible
everything is possible
question is: can you do it?
im more into knowing what will the new flight simulator game have
i think the game wont have that 😦
Flight simulators nowdays:
I see some people doing their physics configuration in 3D software like Maya/Max. Whereas you can also set up the character's physics asset in Unreal. Can anyone explain me the difference/how these two things work together in a pipeline?
Perhaps the initial config can be imported into Unreal and further configured?
My dog is a dick he stole my bed
looks like you tucked him in there
Here I come again, hoping someone might have an answer to this.
This problem started since I've updated to 4.24.2 yesterday. Once I select to build lighting only, Unreal gets stuck on "Starting up Swarm Connection... (100%)" and freezes. When opening Swarm Agent and looking at the Log, I have an error regarding host being unknown. This is what I'm getting in the Swarm Agent's Log.
1:12:39 AM: Starting up SwarmAgent ...
1:12:39 AM: ... registering SwarmAgent with remoting service
1:12:39 AM: ... registering SwarmAgent network channels
1:12:39 AM: [ERROR] Channel registration failed. Reason: No such host is known
, Callstack: at System.Net.Dns.GetAddrInfo(String name)
at System.Net.Dns.InternalGetHostByName(String hostName, Boolean includeIPv6)
at System.Net.Dns.GetHostEntry(String hostNameOrAddress)
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineName()
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineIp()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupMachineName()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel..ctor(Int32 port)
at Agent.AgentApplication.Main(String[] args) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 133.```
If there's any possible fix to my problem, please let me know. Thank you.
Can we get some upvotes on this? https://www.youtube.com/watch?v=cldkL157x_o
Watch the full video of Epic Games founder Tim Sweeney' DICE Summit talk. Topics range from loot boxes to cross-platform play and games involving politics.
#ign
I heard of some controversy regarding it. Watching the full thing now.
Basically caused by IGN taking his quotes out of context. And I'm sure Tim ruffled some feathers talking about consumer-adversarial business models that Google/Facebook/Apple/Steam thrive on
So far it makes a lot of sense what he's saying
I'm slightly skeptical about the cross-platform thing, but then again, I'm primarily a PC gamer/dev. I can't quite wrap my head around how you could properly translate that experience, simply because of the input limitations. It's an interesting thought though.
Where can i sell my epicgames account
input limitations exist sure but I'm sure users will be understanding
it's better to allow it than flat out block it really
Oh hey Stof! 😄
o/
hey
Hi,I'm trying to share my project with a firend using the multi user editing plugin,but it's not working,when I start the server I can join it only from my pc,my friends can't find it,I've tried using wlan,lan,router and switches or putting static ip addresses but it won't work
What can I do?
anyone know why if I set the yaw rotation to 90, it gets turned into 89.999992
input limitations exist sure but I'm sure users will be understanding
But can you properly translate it at all? The experience?
Mobile controls are horrible, though playing with a controller would already help to a large degree. Save for some exceptionally input heavy games.
May not be particularly feasible for all games currently, but like you said you can use controller and there's some mouse/keyboard hardware for mobile phones
Mind controlled games wen? 😄
His message about lootboxes and general trends of user exploitation really resonates with me.
Same
Love the emphasis on games as open creative platforms. Modding, user generated content.
I never understood games that banned modding or made it intentionally difficult to do
It's given the industry so much.
Skeptical about the ads thing, but I think I understand what he means. The political thing I don't quite understand. On one hand he seems to want neutral platforms where discourse happens freely. On the other, he also seems to say a company needs to be neutral in their message through their work? That I find odd.
a general question?
What is the best way to make large map for example the moon surface on which you can drive around?
what methods can be used when working with a 1080
to save performance
common ways to do such a thing
You peice of shits, go develop a rp gta like mmo game now
you can use world machine
naaah just a moon simulation
and set LOD's correctly for optimization
World Machine - https://www.world-machine.com/
Gaea - https://quadspinner.com
Command powerful tools like erosion and advanced colormaps to create terrain heightmaps, meshes, and textures for your game or 3D scene. Download for Free!
QuadSpinner creates the industry's most loved terrain design tools for games, films, and virtual experiences.
There's another one I think...world creator?
yeah
i think something like that
and they work like normal maps in unreal?
and TerreSculptor which is free
never heard of gaea is it free
It is, with a 1K render limit
oh
i have no idea how to built terrain in unreal
I tried the free version first, liked it so much I bought the indie version
I think you can use Houdini too I guess?
Like 100 bucks I think
nice not bad
ok what i need is a large moon surface on which you can drive around
Not sure if that's true or not, I'm not familiar with Houdini
Have heard it's been improved a lot though
ah, there's something it can't do well in the end!
i mean you could buy that
if you dont want to make it
❤️
dude that game is going to be insane
did you just assume its a game
lol
@floral arrow i have to work on aproject at work and the person had no idea how to work with unreal :/
@zealous cloak yeah, either they spend the time and research learning how to make a moon landscape or buy it or find some other source online
for fuck satan, stop callilng it game
@zealous cloak This is a good introductory video. It is for world creator, but you can skip that part and do a tutorial for whatever tool you choose to use to create the heightmap. The rest of the tutorial is exactly the same https://www.youtube.com/watch?v=VsfCJD9FAMs
In this highly requested tutorial I show you how to build your terrain in World Creator and then take what we built and bring that into Unreal Engine 4 to texture the landscape with Megascans Materals.
WINBUSH DEALS FOR YOU with ...
its real life @plush yew
i just find some SM_LandscapeStreamingProxy
@floral arrow neither
its the 4th dimension
in the content browser and the other half of my map is black
@floral arrow sadly. i think fs20 auto gen wont be much better than xp11s
yeah idk having the real life globe map would be cool
streamed from cloud
fly to your house
i mean the auto gen untilö now only exists of buildings https://msgpwebsites.azureedge.net/fsi/wp-content/uploads/2020/02/Airway383443-scaled.jpg
wouldnt be such alarge map created in world creator be hit hard on fps?
there is something called loading
its huge
relatively kite demo is huge
pft
lol
loading means it automatically loads and unloads?
yes of course
a relative area around the player?
i think that is UE4
It's a bit hard to see, but this can give you an idea of the scale I'm testing out. So far it's fine in performance.
and it does it automatically?
no idea 😄
our work map is around 70fps and i have no idea how to solve it
@zealous cloak https://www.youtube.com/watch?v=clakekAHQx0
Everything in the open world Kite demo is running in real time in Unreal Engine 4 at 30fps. In addition to Unreal Engine 4 open world features, Kite features fully dynamic direct and indirect illumination, cinematic quality depth of field and motion blur, PBR photo modeled ass...
this would teach you quite a bit
on making a landscape and optimizing correctly
lots of tips and tricks
will watch the video first and then continue with my questions
@floral arrow °°°°!!!!!!!!
@plush yew
kite demo is tiny
10X Skyrim, that's rather big
so big?
Yeah, he says in the talk
@plush yew are u a woman or a man ?
if your a woman i want to lick ur ass and sniff it
it doesnt matter
^^
i can be anything
too bad flying planes is boring af
cool map though
imagine a gta with that same map
@zealous cloak learning to make a landscape is good but getting a really good moon landscape will take some time to research. guess it comes down to weather you think its worth the time or the $40 to buy the moon landscape off the marketplac e
yeah itll be cool for a bit
Make it auto pilot and have an amazing view
being able to do more than just fly over though would be amazing
just use it and then watch streaming on the second monitor
or where you can walk into every building
and there are quests and objectives
economies
etc
that would be very complex
yup prob would have to be largely done by AI
we all want a real RP mmo game that replecates earth environments, but the networking side is very complex
putting the basic params in could be done by humans
i could see it being done in 15-20 years
or 10 maybe
yeah maybe in 2030 we could have mmo’s that could support thousands of players in a single shard with zero instances
mmo gaming studios should focus on the networking side rather than the game idea itself
thats near future we could see it in 2025
with many players getting 5g later we can
@floral arrow check out these games, they are aiming for 1 single server 1 instance
StarBase
Dual Universe
forget about the name just check what they plan to do with servers and networking
yeah looks interesting
both space games
dual universe seems like a cool concept
still in alpha though 4 years in development
looks like another star citizen situation lol
The photogrammetry stats are pretty wild @floral arrow
are there no game studios who talk about such a game?
20mil polies, 16K textures, 7-45GB of data per asset
To get rid of the lighting info in the textures they re-create the lighting on the day of the photo and then bake out a delighting map. Like seriously, what is even this wizardry.
Crazy
Mad respect
yeah its pretty crazy
they did a lot of shit
shows what you can do with a team of people
yeah they had the funding and right team
trying to make unreal look as good as possible lol
its getting easier and easier to get quality like that on your own though
This was back in 2015 already
Exactly
i think that unreal the next few years is gunna do a lot of really cool shit
i like seeing them get more into arch vis and stuff now too
Has anyone tested Ray Tracing for in VR?
I'm super curious too @floral arrow 🙂
StarBase and Dual Universe @plush yew
ray tracing is okay if you optimize it well
still a ways off of good quality ray tracing in real time though
prob will get more realistic next gen of nvidia cards and the one after
Their example of Ray Traced Distance Field shadows is really cool
yeah those are really cool
what he mean with "Has anyone tested Ray Tracing for in VR?" ??
Does it work
You can't even do simple things like SSR in VR
Two eyes
@forest tree https://youtu.be/1S8KNXXkfH4?t=89
Ray Traced Distance Field Shadows enable you to generate high-quality soft shadow effects using 3D/volume textures, which store the nearest surface to a mesh. They can be used to great effect when dynamic lighting is required, and are generally 25% to 50% faster than standard ...
There are 2 screens so Screen Space Reflections can't be done
?!
Each eyes screen space is different
use reflection captures instead
So one eye would have things in the reflection that the other one does not
Anyways I want to know if RTR worked in VR because that would solve this problem
you could just use reflection captures
but im sure ray tracing works dont see why it wouldnt. just have to optimize it so the framerate is right
But they don't look as nice
ray tracing is just expensive af
@wet brook https://www.youtube.com/watch?v=e3VWv-GwXHE
Hey guys, in this tutorial, I show you how to enable Raytracing, as well as how to optimize it, as well as the different raytracing settings that you can enable, such a raytraced AO, raytraced shadows, raytraced reflections, and raytraced global illumination. I show you how to...
if you do use raytracing this guy has some good tips on optimizing
Thank you
Thanks @floral arrow !
Will give that a try
I did enable the distance field shadows
I'm using the Nvidia RTX ue4 branch so I have some more optimizations
But the shadows are nowhere near as nice on the epic open world video (at this timestamp https://youtu.be/clakekAHQx0?t=1264 )
you can tweak shadows pretty extensively in ray tracing settings
Checking that now
that vid i sent to bgidiere has some tips @forest tree
Checking that too now
unreal is learning little by little 😄
while diving deep in some parts, other are just discovered on the surface
yeah that never ends
ive been diving into lighting quite a bit lately
quite a bit of learning on that home front
How much slower are RTS than standard non dynamic shadows
what do you mean slower
Runtime cost
prob depends. i know ray traced real time shadows can get really expensive depending on how you set it up. but if youre using like a moveable/stationary light without raytracing or something its not terrible performance hit
i havent been on the engine in a couple days was the update today