#ue4-general

1 messages · Page 665 of 1

winter zenith
#

?

upbeat trench
#

why would you even use FColor

zenith flower
#

okay, so color is ranged 0-255, and mask is 0-1

abstract relic
#

Drag and drop a quad plane: low poly water

winter zenith
#

Sorry i'm new, what do you mean by "quad plane"

silver crown
#

Ah

upbeat trench
#

its like a bi plane but with more wings

winter zenith
#

😛

silver crown
#

fuck you're right

abstract relic
#

Polys are made of triangles. A quad is two triangles. The lowest poly square you can make

zenith flower
#

Are there good use cases for negative values with color/mask?

silver crown
#

Evo

#

FColor is 4 uint8

#

uint8 means 8 bits

normal burrow
silver crown
#

u means unsigned

normal burrow
#

those planes

zenith flower
#

I didn't know it was 8bits

silver crown
#

Displays are 8 bits too

zenith flower
#

I'm speaking about textures/materials though

silver crown
#

Colors are Vector4

normal burrow
#

No

silver crown
#

You can do any kind of stuff with 4 floats

#

are they not

normal burrow
#

FLinearColor

silver crown
#

MATERIALS PAT

#

try to follow 😛

upbeat trench
#

thats the sexy right there

normal burrow
#

I’m talking materials

silver crown
#

rhoo really 😢

normal burrow
#

Ye

#

Iirc

#

Fvector4 is used no where

silver crown
#

So you're saying colors in materials are not 4 floats?

normal burrow
#

float4?

silver crown
#

Well bit of confusion there, I said Colors are Vector4

#

Not FVector4

normal burrow
#

Aye

manic pawn
#

doesn't it use halfs in materials br_thinking

zenith flower
#

that explains why anything * -1 is black in materials

upbeat trench
#

Protect ya Vect

zenith flower
silver crown
#

Depends where

#

Vertex colors is half ye

manic pawn
#

vertex colors are FColor

silver crown
#

Well it's complicated

#

They're FColor on the CPU side

#

on the GPU they are 16 bits floats I believe

manic pawn
#

they still are in the buffer

#

the shader unpacks them

silver crown
#

True

normal burrow
#

What was the question?

silver crown
winter zenith
#

Thank you!

silver crown
#

Was there a question

normal burrow
#

Find a plane in somewhere

abstract relic
#

Don’t they need polys for that phy? 😂

zenith flower
#

if they are unsigned how does this work?

silver crown
#

Fun fact, I imported a plane once to use as a preview in the plugin

zenith flower
#

does it "roll" over?

silver crown
#

Turns out the uasset was bigger than the entire plugin

#

deleted the plane, used a proc mesh instead

manic pawn
#

material floats are signed of course

zenith flower
#

ah

normal burrow
#

Evo phy was right they floats on gpu

#

Halfs or what not

zenith flower
#

Why can't color just be color regardless of context xD (I'm kidding I know why)

manic pawn
#

because 4x float is huge

normal burrow
silver crown
#

btw did you know FColor stores color as BGRA

zenith flower
#

(c++ version of the hlsl version)

manic pawn
#

do you actually understand how it works

zenith flower
#

Thats only like 1 page of 20

silver crown
#

😬

zenith flower
#

its a weather simulation that computes the temp, vapor, rain, clouds ect

upbeat trench
#

I have a strange suspicion Grid R is slow

zenith flower
#

xD

silver crown
#

so now the real question

#

why are you duplicating the code

zenith flower
#

its just a scratch grid

#

You mean repeatedly computing indexes and such?

silver crown
#

I mean literal duplication

sudden geyser
#

Hi guys, im new

normal burrow
#

Hello

sudden geyser
#

Like literally my first day with UE4

normal burrow
#

Nice

upbeat trench
#

its my 92187th day with UE4... escape... leave while you still can 😮

sudden geyser
#

Im just trying to find something I enjoy

#

😂

normal burrow
#

MMORPG?

sudden geyser
#

Me?

abstract relic
#

Say no

sudden geyser
#

Im trying to make a small racing hame

#

Game*

abstract relic
#

Answer is always no

silver crown
#

Nice!

upbeat trench
#

racing hams sounds awesome

zenith flower
#

So to be honest, this is a paper someone release, what you are seeing my my translation of it to ue4/c++ so I can verify results vs the compute shader I'm working on.

I'm going to show you my "optimized" hlsl version

abstract relic
#

Good. Welcome to the asylum 😜

manic pawn
#

this looks like the usual math™️ code that some wizard wrote 50 years ago and since then people have been copy pasting and translating it without actually understanding

silver crown
#

heh

sudden geyser
#

Soo, the Vehicle variety pack... Can you use those vehicles to drive around in?

#

Oh, should I ask somewhere else btw?

#

I see the Sedan is a driveable vehicle but I wanna know if Im able to change it you know?

abstract relic
#

There are several free resources on the marketplace, epic launcher’s learn tab, a vehicle temple when you make a new project, and a care package if you read this channel’s pinned messages

sudden geyser
#

Oh, thanks

normal burrow
#

Yeah was gonna say we have a great pin finally

upbeat trench
#

Youre only allowed to change it to an RX-7 series 3 wide body not an FC 😛

silver crown
#

There's a free car example too right

sudden geyser
#

😂

zenith flower
#

Stuff thats computed more than twice per loop is saved like this:

silver crown
#

that's not in a compute shader right

zenith flower
#

no

upbeat trench
#

I didnt think you could do loops in a compute shader

silver crown
#

You sure can

normal burrow
#

They have to be unwindable mons

abstract relic
#

And why aren’t you using a dark theme? 😜

zenith flower
#

you can [loop]

sudden geyser
#

Alright, im going to bed guys

silver crown
#

that's how raytracing works for example

sudden geyser
#

Gn

upbeat trench
#

no wonder why raytracing is slow 🙂

zenith flower
#

I stopped working on this a year ago, hit a wall. I picked it back up 2 weeks ago, and re-did everything. So nothing is optimized in the current version

silver crown
#

It's not about optimization

zenith flower
#

This is the old c++ optimized version

silver crown
#

it's about code readability

upbeat trench
#

beeeejeeeebus

silver crown
zenith flower
#

dude, its 20 pages of this. You aint reading shit xD

silver crown
#

that's 3 times the same code

upbeat trench
#

What does it all mean

zenith flower
#

no its not

silver crown
#

You have one variable changing

zenith flower
#

more functions?

manic pawn
#

this would fail every code review at every company ever

silver crown
#

even just that would fail heh

#

Split it into more functions

zenith flower
#

Right now, i just need to make sure what I got from the paper, matches the output. So I change very little

silver crown
#

Reuse the functions instead of duplicating the code

#

Papers codes are usually 🤢

zenith flower
#

Once its working and I have a valid test base to verify against I can optimize and cleanup

#

He did this in cuda, and only gave out the c++ version.

upbeat trench
#

so how do you know if its working if you cant even read it?

silver crown
#

It compiles ™️

zenith flower
#

Do you really want to know?

zenith flower
#

I compare the data in grids by hand at certain places in code

silver crown
#

🤢

zenith flower
#

also stuff like this

upbeat trench
#

well you cant unit test it now can you

manic pawn
#

the paper probably has at least 3 typos aswell because of course it does

silver crown
#

heh

zenith flower
#

I know in the original 3 loops are 0 value, so when this hits the breakpoint on my copy, it should be on the 4th loop, and have the correct value

upbeat trench
#

so wait, you did that math by hand to find the correct value?

manic pawn
#

how would you ever find a typo in here

silver crown
#

Using machine learning ofc

zenith flower
#

You don't

normal burrow
#

Updates on that quad plane @winter zenith ?

zenith flower
upbeat trench
#

remind me never to hire the writer of this paper

zenith flower
upbeat trench
#

hey cool predator shader

#

want some candy

zenith flower
#

I believe their simulator was like nearly 90% accurate at realtime speeds using consumer hardware

#

He only gave up the c++ code, this will look like however I design it

upbeat trench
#

fixed grid size though right

abstract relic
#

By their claim or peer reviewed?

zenith flower
#

You can change it

upbeat trench
#

yeah this is similar to fluid dynamics

zenith flower
#

yup

#

I plan on taking this and going volumetric shaders

#

for rain/clouds/temperature

#

(I use volumetric temp in my game)

silver crown
#

Making the big next gen tech all by yourself I see

zenith flower
#

It even interacts with the "floor"
so water puts more vapor into the air,
white roofs reflect more light ect

upbeat trench
#

cloud computing is the future 😛

zenith flower
#

I've been working on my game for like 3 years

normal burrow
#

Can I have a cloud computer please

upbeat trench
#

So in this game you are cloud?

zenith flower
#

I abuse the shit out of animated skeletons and static meshes for "machines" that are animated, but have swappable "parts"

#

My skeleton system, is actually just bones, with a single vertice attached so unreal doesn't complain

normal burrow
#

What’s the game about

zenith flower
#

war

#

realistic

manic pawn
#

old man fights against cloud

normal burrow
#

Clouds of war

zenith flower
#

well, your environment has impact on your choice of machine/weapon.

#

In Antarctica? Load up on heavy weapons' and don't let go of the trigger

#

In the desert? Choose wisely, and shoot only when you need to

solar crown
#

Hello all, i require some help.
An option to write the passes/AOS into one single .exr file.
Inclusion of ID (red, blue, green) masks for objects and/or shaders for better selection in compositing.

zenith flower
#

Want more armor, that will slow you down. Maybe you put more in the front, than the back

normal burrow
#

The whole frame buffer @solar crown ?

zenith flower
#

What about the bombs dropping from above? okay, more armor on the top, less underneath.
But what about the smaller machines that can shoot you from underneath? ect ect ect

manic pawn
#

where does the fancy cloud simulation fit into this

solar crown
#

@normal burrow yes

normal burrow
#

Clouds can be wet, making shooting hard, rain etc

manic pawn
#

but usually weather won't change that much in the small environment you'll have for a match

zenith flower
#

its more than clouds.
Its rain/clouds/humidity/temperature/snow/ice

#

all of these things effect your machine

#

you don't build one race car and run it the same on every track, every location

normal burrow
#

I assume you collect humidity then relay this to some table of humidities?

#

Or are you simulating molecules?

abstract relic
#

And more importantly. Are you using Houdini

zenith flower
#

Look, let me save you the trouble. What I am doing is over done. "unneeded" for your typical "match" ect

normal burrow
#

Gotta get that H

zenith flower
manic pawn
#

yeah just run Houdini at runtime

zenith flower
manic pawn
#
  1. start match
  2. wait 3 hours for the weather to generate
  3. play
#

perfection!

zenith flower
#

nope

#

wait a second for weather to generate

abstract relic
#

The plugin basically lets you

manic pawn
#

nah I mean when you use Houdini sim

zenith flower
#

oh

manic pawn
#

the plugin doesn't let you use it at runtime

normal burrow
#

You just bake the sim on your server api

#

Xml or something

manic pawn
#

houdini does not actually provide a license for that at all

zenith flower
manic pawn
#

that you could redistribute to players

normal burrow
#

Yeah you wouldn’t give that to the players

#

Server would do it

winter zenith
#

Guys I have a question

abstract relic
#

Would be considered cruel and unusual

winter zenith
#

I've been working on low poly water through a BP

manic pawn
#

I'm seeing a lot of buttons that mean nothing to me in these screenshots

zenith flower
#

those are not buttons....

#

drag n drop. build your own mech

normal burrow
#

“My computer is on fire”

manic pawn
#

they're not buttons?

winter zenith
zenith flower
#

apart from the menu stuff, no

manic pawn
#

the things with F L T B etc

zenith flower
#

oh the armor?

#

okay yea, those are, but what you want me to do with them?

#

drag them on layer by layer? xD

manic pawn
#

idk, I have no idea what it means

zenith flower
#

Front, Back, Left, Right, Top, Bottom

#

3d armor

manic pawn
#

oh.

zenith flower
#

3d temperature of each body part

#

3d weather

normal burrow
#

But how do it affect things

winter zenith
#

How do you give a material transparency?

zenith flower
#

Say I shoot you at your back with a flamethrower, whatever I hit, gets hot. If too hot, that "module" inside of that body part shuts down

#

heat transfers though

normal burrow
#

Is there health?

zenith flower
#

within the sides of the body part, and also between body parts

#

yes

#

the 3d armor has 3d health

normal burrow
#

How many degrees is health?

zenith flower
#

and then the body parts have health its self

#

health != degrees

#

but yes, eventually I would want excessive heat to cause damage

normal burrow
#

Do they melt?

zenith flower
#

one day I will get to that

#

give me another 2 years at least

normal burrow
#

It’ll probably still end up being some feels good logic

manic pawn
#

what are those horizontal blur widgets

normal burrow
#

Just sounds incredibly difficult to put meaning to the temp

zenith flower
#

its all the "specs" of your machine

#

how much heat it can generate, how much weight, ect

abstract relic
#

Are you using Joule? Degree seems messy

#

And you’ll piss off someone which ever unit you use

normal burrow
#

If in doubt use radians

zenith flower
#

"Turn the other cheek" has use in my game

manic pawn
#

a heat of 3 radians

zenith flower
#

If you take to much damage from one side, you can reposition yourself

#

since you asked for it

abstract relic
#

Confuse the player further by using kilocalories

zenith flower
#

here is your joules, and conduction coefficients and surface area, and total mass, air velocity, enviroment temp

normal burrow
#

Or celcius

zenith flower
#

notice that air velocity and enviroment temp are not used?

#

yea, I built this with volumetric weather in mind

abstract relic
#

Celsius is used by most of the world pat

zenith flower
#

I will eventually make that into c++ code

#

so don't mention it xD

abstract relic
#

You uncultured swine 😜

normal burrow
#

Gulp

manic pawn
#

first submit it to blueprints from hell

zenith flower
#

bitch my blueprint work is untouchable

#

xD

#

I want to see you do a better job

manic pawn
#

I have no idea what this even does

normal burrow
#

Lines

abstract relic
#

It is a fairly clean spaghetti

zenith flower
#

It simulates the trasfer of heat in a 3d object

normal burrow
#

To points

zenith flower
#

and then simulates heat transfer between touching objects

#

but I cheated

abstract relic
#

You’re lacking rainbow comment bubbles and redundant documentation

normal burrow
#

Yeah would be way better with these

zenith flower
#

I think my variable naming is documentation xD

manic pawn
#

what is a mesh data container float

zenith flower
normal burrow
#

I see no execs lol

upbeat trench
#

why not use macros

abstract relic
#

Nah, always explain it like it is a toddler. Said toddler is going to be you when you reopen that portion of the bp a century later.

zenith flower
#

I'll hurt you

#

macros are shit to step/debug

manic pawn
#

does the bp debug even work

upbeat trench
#

you cant step expressions anyway

zenith flower
#

funny enough, I havn't opened this in a year, and understand it

normal burrow
#

Lol that old man toddler

zenith flower
#

I worked very hard to make it as clean as possible

manic pawn
#

last time I tried to view some values on pins it just refused to show them

polar hawk
#

if you disabled midpoint arrows this will look like 800% cleaner

zenith flower
#

bp debug works fine for me

#

some issue here and there

#

but nothing like macros

#

screw them

manic pawn
#

never tried to debug a bp macro lol

polar hawk
#

debugging blueprint is like debugging c++

#

there are just things you have to know

zenith flower
#

I love my arrows

upbeat trench
#

how bout not creating bugs

abstract relic
normal burrow
polar hawk
#

yeah most of the time I don't use the debugger

#

I just write code right the first time

#

thats how I explain to all my clients and employers my lack of debugging experience

zenith flower
#

Basically I'm setting up my mechanics to work somewhat like you'd expect in the real world.

normal burrow
#

Pudding of proof

upbeat trench
#

and Answerhub is back

zenith flower
#

Like whats this 1D armor bullshit. You shoot a guy with armor 9 times in the front, and shoot once in the back and suddenly he's dead like he didn't have 10 points of armor in the back?

polar hawk
#

my twitch streams are about doing everything correct 100% of the time while knowing 100% of the domain I'm in

normal burrow
#

Proof of pudding rather

zenith flower
#

I hate that

upbeat trench
#

It comes down to messaging to the player, its not always easy to message that someone has 10 points of back armour

zenith flower
#

it becomes apparent when you design your vehicle

#

you have to think about where you put your armor in a 3D way

#

I plan on having planes, tanks, human ect

upbeat trench
#

If you have visible damage but then that has to be accurate over the network

zenith flower
#

each one can hit you from a different angle, side ect

polar hawk
#

there was a mod for HL2 that had a commander on each team playing RTS mode while everyone else were the ground units and the ground untis could enter a tank factory and build their own tank but they have to customize their tank armor in a ton of different ways including where to place the plates and my god it increased game complexity buy a metric fuckton

zenith flower
#

true. I'm overreaching

#

but honestly when this is ready, we are looking at another 3-5 years

normal burrow
#

Source forts

zenith flower
#

?

polar hawk
#

full stack regenerative armor on the front, bum rush, get taken out by a single anti-tank rpg hiding in the rear

#

but can withstand literal nuke warhead impacts from the front

zenith flower
#

oh

polar hawk
#

that game gave no fucks

upbeat trench
#

"realism"

polar hawk
#

if a match went on long enough both teams just unlock nuclear arms

zenith flower
#

I don't plan on stupid shit like that happening. A nuke is a nuke

#

ded

polar hawk
#

not if you have armor that can recharge using nuclear blast energy

upbeat trench
#

but I had 10 points of nuke armour

polar hawk
#

jkdghdfjk

zenith flower
#

screw your 10 points of armour

rancid lynx
#

Can you get element index from an foliage instant static mesh with a sphere collision overlap? I know how to do it with multisphereTrace, but idk about sphere overlaps. Is it possible?

polar hawk
#

then you'd have to use bio weapons

zenith flower
#

boom

normal burrow
#

Do you get a hit result?

polar hawk
#

and then the match becomes 'nuke armor, die over time from disease' or 'bio armor, get blown the fuck up'

upbeat trench
#

on overlap is the same hit result struct I thought

rancid lynx
#

I get ome result from the collision, but it said -1. Is -1 false?

normal burrow
#

It means none

zenith flower
#

I can't find this source forts, that shows the tanks with armor

polar hawk
#

source forts is something else entirely

#

this was called Empires or something

zenith flower
#

oh

normal burrow
#

It’s something different yeah

zenith flower
#

damn

rancid lynx
#

The overlap triggers at the right time. Hmm.

polar hawk
#

is source forts just the box building one

#

where you got to hold on to the energy ball

#

because that shit was fun af lmao

normal burrow
#

There’s a build phase for a couple minutes

#

Where there’s a divider between teams

polar hawk
#

yeeeeah and you can freeze boxes and shit

normal burrow
#

Yes

#

It’s great

polar hawk
#

the meta became eventually to make sky forts

#

which at first seem impossible but fall apart with enough damage

normal burrow
#

Yeah fun game

polar hawk
#

then there was that same mechanic

#

but bridge building

#

which was too intense for me lmao

#

whatever gamemode that was

normal burrow
#

Do miss mods in general

polar hawk
#

the only game balance was balance for fun

#

don't need a story

#

don't need a meta

#

hell don't even need a working client half the time

#

100% pure gaming time waste

upbeat trench
#

No room for hobbyists in this biz

zenith flower
#

hey!

#

I heard that!

winter zenith
#

thoughts?

upbeat trench
#

flat earthers

tame delta
#

Can you not use a physics object as root for an actor? I just this physics cuboid (enabled physics and collision) with a child box. I'm just trying to decouple physics from visuals

placid arrow
#

if theres a module that only works on windows, but only offers UI stuff, is it possible to have that module enabled on the windows build of the game, but not on the linux dedicated server build of the game, without breaking anything?

sullen wraith
#

what does this mean, it has worked perfectly up until now,

#

Function ' Find Target ' is private and can't be accessed outside of its defined class ' AC Focus Target '.

#

i hadn't changed anything?

tame delta
#

Somehow the (white) box drops down even though it has simulate physics disabled, and the collision (which has it enabled) doesn't seem to do anything

#

Maybe you're not meant to use collision objects like that? 🤔

lilac crow
frail hornet
#

Made in UE4

#

You made a "blank project"? Please explain

plush yew
#

Hello

#

How can i smooth edges inside the game

#

Like make cube edges smooth not sharp

frail hornet
#

Oh, that! Ok got it. Umm which version of Ue4 are you using?

#

@plush yew

pulsar kraken
#

has anyone had an issue with steam only working in editor?

plush yew
#

how to smooth fk edges

#

i never get help here

scarlet kiln
#

The humvee is flickering with the smoke....like some rendering issue....

radiant haven
#

Someone know why my Damping at my PhysicsHandly doesnt work

polar hawk
#

@scarlet kiln im not exactly sure if this is possible or how to do it

#

but I'd look into disabling occlusion within your particle

#

or making it have zero bounds

#

or something

#

if it indeed is the particle

#

if you disable the particle and it stops it from flickering that is

#

if you disable the particle and it doesn't stop the flickering, well, its obviously not the particle

sudden agate
#

I would mask the the opacity with a box that's the size of the vehicle

scarlet kiln
#

I tried turning off the smoke and it still flickered...it seems like maybe some clipping might go on with the proximity of the vehicles?

#

But then I look in my editor and the vehicles aren't touching...

sudden agate
#

its not flickering. it's just that the particles fly through the geometry

brittle gulch
#

Hi guys, how do I track events with Insights in a packaged build? I know that in the standalone, I have to add the additional launch parameter in the editor preferences, but for packaged games?

#

It seems that I have some data, but it doesn't tell me anything about it, I don't have the Tracks :

violet goblet
#

any way to "speed up the preview" when change something inside a material? (master-material, not instances+parameters)?

somber quail
#

Anyone know why "Consume Input" is on by default? It seems really counter-intuitive, always having to disable it. Is there a config somewhere we can change so it's off by default?

upbeat trench
#

hehehe

kindred viper
upbeat trench
#

Unreal Technology

thick minnow
#

Hello, Yesterday I opened up my ue Project and clicked on start, but then i cant move the character. I didnt change anything in the Blueprints or in the Settings i just didnt worked. Any Idea why this could be ? thx

honest vale
#

nope

unique kraken
#

are anisotrophic materials possible in ue4?

#

this server is so useless.

fierce tulip
#

@unique kraken that wont help your cause, also speaking about useless, looking at the logs, you have been helped quite often, and barely if not ever helped someone else.

#

¯_(ツ)_/¯

unique kraken
#

u listen. im asking questions for a while now and only in this server ppl talk over me, literally ignore me and if i ask my question in a different channel some funny moderator sends me a infraction

fierce tulip
#

because rules are rules.

#

and if people dont know the answer, they cant help

unique kraken
#

and if someone "helped" me they only change topic from the problem to something completely else

#

beside 1 person i never got legit help here

#

i just want some information about anisotrophic materials bcs i cant find good information online

#

.

fierce tulip
#

enough google results though

unique kraken
#

i need help with it, thats why i am here

fierce tulip
#

<_< or you know, tell in detail what you tried, what sources you visited, and what your struggles are with it

unique kraken
#

well first of all, a simple awnser to my question would be helpfull

#

if you are willing to help we can build up on that

fierce tulip
#

I know jack about anisotropy in ue4, but I do know the hair-blend mode contains info about it, and that people think its still far from perfect

unique kraken
#

there we go, isnt that helpfull

fierce tulip
unique kraken
#

bcs i think its pretty broken as well

#

what im basically trying to do

#

some sort of manipulating the specular

#

at least i know now its not enterly my fault not getting the hair shader to work

fierce tulip
#

I do remember a plugin that added anisotropy blending mode that looked amazing, somewhere on the polycount forums, but cant find it

zealous spear
#

If you pack your game and you have unused assets in your contents folder (no references) will it affect my game if is like... an asset I might not want to use

fierce tulip
#

you can cook them out

unique kraken
#

i saw that anisotrophic blend mode in some vid. wondered where it comes from.
question with this stuff is if its stable and what not

serene birch
#

I wish we could get direct anisotropy support in UE4, if needed only on the Forward Shading mode

fierce tulip
serene birch
#

I just love the look of anisotropic materials 🙂

fierce tulip
#

@serene birch 4.25 gets a beta version for anisotropic

serene birch
#

the free automotive material pack has some anisotropic mats

#

oh? neat \o/

#

can't wait more for 4.25

fierce tulip
#

autmotive faked it, but they do look decently good

red prairie
#

Anyone know a good tutorial for making walls such as the rock walls in this image? , I assume they are made with planes whilst just hiding the seams with rock meshes, but im just unsure of how i should proceed. Do you guys know anything of wether they textured them directly in UE4 with vertex painting or if they did it in substance painter? If anyone has experience with this or a good tutorial it would be really appreciated! Thank you

unique kraken
#

any date for 4.25? its not like i couldnt change my ue4 version anymore

fierce tulip
#

gdc is my best bet

unique kraken
#

gdc?

fierce tulip
#

game dev conv

#

they often show new stuff there, and release a proper interesting new version (generally)

unique kraken
#

so no fix date. hmm

fierce tulip
#

2020 Game Developers Conference will begin on
Monday, 16 March

#

and even if they release it, its gonna be beta

unique kraken
#

yea but maybe its a working solution for me.
ah okey, good to know. maybe ill just move this problem aside for now then.

fierce tulip
#

@light lintel didnt you get a reply from matthew last night about it?

hollow tusk
#

Can someone help me with this issue?

#

Been following this tutorial, but for some reason i messed up I assume

plush yew
#

@light lintel you can assign different modes, such as mode_gui different than mode_combat. And when you listen to a mouseclick, you route the action based on mode that you are currently in. while in inventory mode, mouseclick for combat are being discarded. Makes sense?

#

ideally you would use an enum

#

because you can have different modes, more than 2

#

such as, explore, combat, conversation, inventory, dead etc...

fierce tulip
#

both of you having the same avatar makes it so confusing for someone who barely reads names :p

#

(its fine though)

plush yew
#

😄

opal lark
#

can someone help please

violet goblet
#

unreal: Auto reimporter

when unreal detects a change and notify me and i click on
"Dont import" unreal will never ask me again if it should imporrt THAT specific file.
is there a a way to "reset" this? where does unreal store what file i did not wanted to be imported? 😦

fierce tulip
#

@opal lark just ask the question (in the right channel)

opal lark
#

ok i have a puzzle im using triggers when block is pushed on trigger to open a door with sequencer. all good but i want specific block to be placed

#

sorry if it makes no sence

#

Any ideas

fierce tulip
#

im no #blueprint person, all I can think of is a variable in the block, and if the trigger sees anything but that variable, it wont respond?

opal lark
#

yeah i guess that would work

#

thanks

#

ok

#

thanks

#

anyone having problems with sequencer

#

on simulate works on game mode forewars it self

#

to end of sequence

#

forces sorry

fierce tulip
#

@earnest heath english only

earnest heath
#

Please, I don't anderstend

fierce tulip
#

¯_(ツ)_/¯

opal lark
#

sequencer forces itself to the end of a sequence

vale silo
#

I started messing with Procedural Foliage tool and that thing is fiddly ! :/

#

So I am wondering what would be the best way to have spawner to spawn a large boulder and then spawn bunch of smaller rocks and grass around it (mostly inside the shade).

thick minnow
#

Hello, if i add an object to my project and place it, my character doesnt move anymore. Any suspicions ?

brittle gulch
green blaze
#

I have tried to find this in tutorials but everyone just scale their blocks in the menu

fair hornet
#

150k triangles for 1 asset

carmine garnet
#

;-;

#

thats... a jungle

fair hornet
#

I didn't make it

glass valley
#

hello everyone , ineeded a help regarding asset rendering . I have exported the map from substance , despite of putting the roughness channel its not showing any roughness at all . how to fix the issue ? thanks in advance

fierce tulip
#

substance (unless changed) exports 16 bit, convert to 8 bit.
and.. well.. makesure your material is set up properly

abstract relic
#

And add a reflection capture to the scene

glass valley
abstract relic
#

Transparency doesn’t use roughness, hence why the input is greyed out

fierce tulip
#

you using transparency?

#

lol

normal burrow
#

Maybe you want translucent rof

glass valley
#

exactly I needed translucency

sweet relic
#

@glass valley set the translucency lighting mode

#

Surface forward shading will give you roughness metallic etc

#

it is expensive / not compatible with mobile though

glass valley
#

@sweet relic sorry I am pretty new to UE4

#

did you mean this ?

abstract relic
#

Scroll down

sweet relic
#

^

abstract relic
#

There’s a transparency tab

sweet relic
#

^

glass valley
#

got it 😄

carmine garnet
#

how the heck

#

why is this happening

#

:0000

#

theres no differenceee

craggy flax
#

Those angry zigzag brushstrokes at the end.

I feel them.

carmine garnet
grim ore
#

@light lintel at the bottom of the widget list is your custom widgets, you can add it from there

carmine garnet
#

im trying

#

but it wont let me set the texture i want

brittle gulch
#

I can use SSGI in 4.23 as well, what's really new in 4.24 about SSGI?

carmine garnet
#

yes, and?

brittle gulch
#

And what's new about it in 4.24? Is there some improvements? I didn't make the switch to 4.24 yet

carmine garnet
#

i guess they were too big

#

i took a screenshot of them and then it worked

brave gate
#

@brittle gulch 4.23 version of SSGI was so early that wasn't ready to include in the Release Notes
and this is still in Beta in 4.24? this could mean various things like "not working with Vulcan on Linux" or many issues, my friend artist tried it in 4.24 and encountered some lightning issues, ignoring it for now

green blaze
#

How vision is computed in Unreal Engine? I can't find it in google. I was mapping in valve hammer editior so Im crazy about optimalisation

serene birch
#

vision?

#

you talk about occlusion culling?

green blaze
#

No, what player can see and what is rendered

hexed dock
#

has anyone used a FileMediaSource to dynamically open a file at runtime? seems straightforward to create it and then SetFilePath. But I'm running into it saying
[2020.02.26-17.20.41:649][ 0]LogMediaAssets: Error: Failed to validate media source FileMediaSource_2147482528 (file://)

serene birch
hexed dock
#

I'm also wondering if that file:// means I should be using that syntax or just a regular absolute path (/sdcard/Movies/foo.mp4 on the Quest)

green blaze
#

@serene birch Big love, I couldn't match my words due to lack of english knowledge

trim dawn
#

Hey could anyone help me with how to set up an IDE for ue (eclipse?) the guide from epic games only involves visual studio wich i cannot download, ive never done this before so sorry if its a stupid question but i have no idea how to do this. (typed this in #linux too but the channel seems pretty dead)

plush yew
#

Emitter

#

It is not rotating with the socket

#

Am i doing it wrong?

spark sonnet
#

Try to get the socket rotation @plush yew

plush yew
#

@spark sonnet am i not doing it?

#

Look the socket is connected

spark sonnet
#

You are getting rotation from the socket location

#

Use this for the rotation. That should work

plush yew
#

Oh yup

#

Sebb there is one more problem 😄

#

its not moving with my hand

#

it is spawning there

#

but not moving with hand

#

Attach point has something to do with it you think?

spark sonnet
#

Your attach point name is set to none. Try writing the right socket name there

plush yew
#

It worked!!!

#

thanks ❤️

fading vector
#

So I am destroying my player when they die, however the camera is on the player and there is a death effect that I want to be seen. I've added a cine camera component via blueprint after the target is destroyed however I'm not sure what to do after that. any suggestions?

spare sun
#

is it just me

#

or does ssr not work without taa

fierce tulip
#
  1. add black color
#

done

spare sun
#

just pull a 0,0,0 vec into base color

fierce tulip
#

hold down 1, or 3, left mouseclick

#

done

spare sun
#

can someone confirm ssr doesnt work without taa on versions other than 4.26

fierce tulip
#

.26 O_o

spare sun
#

master branch

fierce tulip
#

if the peeps in the graphics channel dont know, doubt anybody else knows hehe

spare sun
#

alrighty I'll ask there ty

worn granite
#

you aren't applying your material

#

the room?

#

Do you have a light in there?

carmine garnet
#

i deleted a material instance and now ue4 crashes on launch

fierce tulip
#

always clean up redirectors

#

your saved folder should have a backup, but you'd have to rename it and place it in the right folder

grim ore
#

restore the material instance from source control and then do what they said

carmine garnet
#

what is source control

normal burrow
carmine garnet
#

i cant launch ue4

fierce tulip
#

source control is a backup system everyone learns about after they delete something they shouldnt have for the first time

grim ore
#

source control is when your team is trying to win by holding all of the sources to get a trifecta

normal burrow
#

its also time travel

#

it's a way of life too

fading vector
#

Could I get some help with this issue

#

I am trying to change the material through a button system

#

of my player

#

Let me show you what I have so far

normal burrow
#

Crypto

fading vector
normal burrow
#

if you look at the mesh in the editor

spare sun
#

ok nvm apparently ssr being tied to taa is an old problem that never got fixed since 4.14 or so

normal burrow
#

you'll see the materials have name slots

polar hawk
#

source control is when you're trying to take control of all copies of the magazine The Source because you dropped a terrible rap song and don't want people to find out about it

fading vector
#

Can I not set the default material based on the user pressing a button?

carmine garnet
#

access violation

#

that sounds abd

normal burrow
#

any material that is on disk as a material is treated as constant

#

you'll have to make a dynamic material instance or material instance dynamic

#

and bind that in to said slot in constructor script

fading vector
#

Im not sure how to do that

jaunty sorrel
#

Hey guys, I'm messing around with the sequencer. Is it possible to "start" or "simulate the world" (and all the animation/interaction that occur) during a shot ?

fading vector
#

I think you're confused on what exactly im doing

#

I have a widget bp

#

You click a button

#

it casts to the ball player

#

changes a material variable

#

however it wont go over when the next level loads.

plush yew
#

hi were can i ask things about world composition ( topic ) unreal engine game lags when other level loads

grim ore
#

if the new level being loaded is a new level, not using streaming or something else, then any changes you made in the old level are now gone

#

you would have to store that change somewhere else then load in that change when the new level loads

normal burrow
#

yeah,

#

if your setting a color on a primitive or something trivial its making a dynamic material instance for you

fading vector
#

hmm

#

Where could I store that info?

opal hornet
#

does anyone know where I can best get input on a HUD/UI design? discords, subreddits, or perhaps a channel in here?

grim ore
#

the game instance is an object that exists from the time the game starts to the time it ends, it persists across level loads. You can use that

fading vector
#

game instance?

#

Never used it before let me look for it

opal hornet
#

game instance is a class that exists when the game is running. only one instance of game instance runs at a time, so some people use it as a global storage

fading vector
#

Sounds exactly what I need just not sure how to access it

opal hornet
#

oh didnt see Mathew explain it

#

Get_Game_Instance

#

are u in BP or C++?

fading vector
#

BP

opal hornet
#

to create your own game_instance class to be used, just create it how you make any other BP

#

and then set it to be used in your project settings

#

this is ideally what you want to do

fading vector
#

Ahh thank you

opal hornet
#

yw

fading vector
#

I see there is nothing like begin play or event tick

#

So how can I store the info?

#

oh wait

#

I see

glad karma
#

Is good to use 4.24 or better older version?

grim ore
#

you use whatever works for you, if just starting out the latest version should work.

#

For example you might want a certain plugin that only works with an older version

normal burrow
#

That 4.24.3 update was unexpected imo

#

was expecting a preview of 25 lol

glad karma
#

That is problem when I'll be use some tutorial from YouTube to learn I don't know what will be best one

plush yew
#

how i can turn off this emitter?

#

Cuz its looping and i want to turn it off sometimes

delicate needle
#

Help! I could have swore there was a new feature that would allow you to generate a box UVW in the SM editor. I don't see it. Is it out yet? Hidden?

umbral trout
#

@glad karma Download all the projects from Epic under the Learn section, dissecting those are helpful and they have a lot of use cases from networked MP games, to platformers, etc...

glad karma
#

Okay, so the best way is download 4.24?

grim ore
#

@plush yew save the return value to a variable then turn it off (deactivate) it when you dont want it on

#

@glad karma IF you are just starting go to learn.unrealengine.com and download the latest version on the launcher (4.24.3)

glad karma
#

Okay super, thanks! I'll be use some of video tutorial and documentations

opal hornet
#

does anyone know where I can best get input on a HUD/UI design? discords, subreddits, or perhaps a channel in here?

grim ore
#

@delicate needle if you mean this then turn on the "Polygon Editing" plugin

delicate needle
#

@grim ore AH! I didn't lose my mind!

grim ore
#

@opal hornet there is a #umg channel in here for the tech part, if not #graphics might have some help. Otherwise UX is not really a specifc thing to UE

delicate needle
#

It was on before due to datasmith/unreal studio.

grim ore
#

yep

opal hornet
#

yeah thats why i wasnt sure, guess ill try graphics in here for now. i couldnt find an active sub for UI/UX design questions

grim ore
#

nope if it's related to how the systems work #umg would be it, otherwise its more design stuff which doesnt fit in most places here

opal hornet
#

rip

#

are you by any chance Mathew Wadstein?

grim ore
#

nope

opal hornet
#

rip lol

grim ore
#

not possibly

#

the little icon next to the name is no way the same.... 😎

opal hornet
#

now wait just a darn minute

grim ore
#

you know there is no inconspicious or whistle emoji 😦

opal hornet
#

be the change you want to see in the world

grim ore
#

ooh wait this works 🕵️

opal hornet
#

jokes aside, been watching your channel for years. love the content :)

fading vector
#

err

#

So when my actor is destroyed

#

my camera is destroyed too, however I'm playing death effects I'd like the player to see

#

Can I set whatever camera the game defaults to look at my actors last location?

opal hornet
#

yes

delicate needle
#

@grim ore - Thanks again. This UVW box tool just made my archviz life so soo much easier.

grim ore
#

yay

fading vector
#

Any idea how I can do that?

grim ore
#

@fading vector spawn a new camera, set view target with blend to the new camera, destroy actor

#

or uh dont destroy actor just ragdoll it or something while you play the death stuff then destroy it

fading vector
#

Well its a ball so

#

xD

delicate needle
#

I have another question for the room. Suppose have a lightmass build file, next to my map, but I want to re-load it and recompile it back into my map. How do I go about that?

fading vector
#

This is the scope of my game

#

Similar mobile games on the market that are too simple

#

I want to re-create this with more twists

#

them*

grim ore
#

there is something called a player camera manager that in theory is what you are currently using as the camera. I dont know if it keeps track of the spectator camera when you destroy the player. might be something to try. destroy actor -> get player camera manager -> get camera -> point camera at whatever ?

delicate needle
#

Missing stuff, and news a rebuild of the lightmass.

opal hornet
#

can timelines take in a starting value input at runtime?

somber condor
#

Hey! I have a weird problem today with 4.24.3... When I build lights in a level and save the level. then open another level and come back to the first one Unreal doesn't load the built lights anymore. whats wrong ? like it's not properly saving built data

fading vector
#

@grim ore Maybe the spectator class?

grim ore
#

if I was doing what you wanted I would do what I suggested. Spawn a new camera, move it wherever, rotate it wherever then use the set view target with blend node to make that the new player camera that we are looking thru. Then you can do whatever you wanted with your actor in the scene

white canyon
#

could someone please help me set up these 2 plugins?

Gameplay abilities plugin

Va Fog of war

opal lark
#

how do i check if player character has an object on there person what can trigger an event on overlap

#

So the ovelap knows the player has a certian object. if that makes sense

opal hornet
#

@white canyon set up as in enable them or getting started on using them?

formal pebble
#

Hey guys, Which value should I set in spawn actor rotate to make this two half coco nuts one rotating for right and the other for left according to my forward vector?

opal hornet
#

@opal lark is that object stored somewhere?

opal lark
#

the character will collect it in the level

#

bassicaly a key

opal hornet
#

where in the code are you storing the fact the player collected it?

opal lark
#

on level bp

#

then i cast to player

fading vector
#

Any suggestions on creating a fade out and fade in effect for death and restarting a level?

opal hornet
#

if its in the same level, then just use the level bp and check if its been collected. if using it for different levels, then store it somewhere outside level bp thats persistent, like gameinstance

opal lark
#

so i cast to character then check if she has it

opal hornet
#

@fading vector im actually working on that right now, you can do it programmatically but if you want it to be a rendered fade, i think you need to use instanced material(s)

opal lark
#

how do i checjk sorry

fading vector
#

@opal hornet So like increasing/decreasing transparency of a material?

opal hornet
#

@opal lark u can just use gameinstance to hold these variables. then cast to your gameinstance and get the variable, then do your logic depending on that

white canyon
#

@opal hornet dm's you

opal hornet
#

@fading vector basically

jaunty sorrel
#

How can I unfreeze the sequencer view on the right ? (Everything is static)

fading vector
#

I dont exactly need an object to fade out but the whole screen

#

Fade to black more or less

grim ore
#

There might be camera fade nodes built into the engine using the Player Camera Manager class

smoky sonnet
#

anyone know how i can run my gif slower

#

i changed the time value to anything nothing changes

opal hornet
#

@fading vector if you cant find that node, its super simple to do from a viewport widget

fading vector
#

I found this

#

but cannot reference it in my player

grim ore
#

correct "Target is Player Camera Manager" which means you need to get the Player Camera Manager and call it on that.

fading vector
#

So I need to make a camera manager

#

oh

#

nvm

grim ore
#

@smoky sonnet have you tried multiplying your time input by a smaller number? say Time * 0.5 then plug that into there?

smoky sonnet
#

it worked

#

thx

fading vector
#

Got it to work

#

Does this BP look okay?

smoky sonnet
#

@grim ore do you know how can i capture a object to my 3d widget but without loosing his real color?

opal lark
#

This is all done in level bp. this detects the player has no item and it works. problem is how do i set the item to my chracter when she picks it up

grim ore
#

the player has an event when it overlaps with the coin and sets the variable on it or the coin has an event for when the player overlaps it and sets the coin variable on the player. The level blueprint should never be used.

opal lark
#

i see so its a bad idea to use level bp

regal mulch
#

The level blueprint should never be used.
Let's say, the LevelBlueprint should only be used if it's purely about the level itself.
It's not easy to access it (if at all). There are more options via C++ etc., but for BP users I would only use it for debugging stuff.

grim ore
#

if you never learn to use it, you can't use it wrong 😛

regal mulch
#

An example of what you could use it for, if you do have C++ access: We had a game where you could hover with normal gravity, but also with custom gravity that allowed driving on walls and ceiling etc.
That was specific to the map, so we had a boolean in the LevelBlueprint (or rather in the C++ parent) that we could query to adjust movement.

grim ore
#

and "how do I get a variable from the level blueprint" might end up going away as a daily question heh

opal lark
#

So what would you the say rthe best way to this them Matt mate. player overlaps coin or vice versa

regal mulch
#

Player overlapping the Coin should be handled inside of the Coin BP itself.

grim ore
#

either one works fine, if the coin is an independent item i would put the overlap event in the coin and check for the player ^^^

opal lark
#

Ok thank so this be i sent to you looks ok

grim ore
#

no reason for the players overlap events to check for coins and bullets and parrots and doors and ...

#

@regal mulch in that example, the boolean in the level blueprint, how did you get it out of the level blueprint?

regal mulch
#

Only BPs are lacking the function to get the LevelBP

grim ore
#

ah gotcha

opal lark
#

so as easy as that then

regal mulch
#

The Boolean in your image, who is that belonging too, logically?

#

Is that part of the state of the player?

#

Or of the coin?

opal lark
#

self

regal mulch
#

No, not coding wise, just logically. Who's state are you describing with that boolean?

#

E.g. "IsDead" as a boolean, that would usually describe the Player being dead (and not the coin).
So what is that boolean in your image for?

#

I'm asking cause it looks like you are setting this boolean in the coin, while it should be in the player.

opal lark
#

yes i want the coin to be set

regal mulch
#

So you want to save that this coin has been picked up by the player?

opal lark
#

yes

regal mulch
#

Do you want to be able to get this information from the player later?

opal lark
#

yes

#

bassicaly like a key

regal mulch
#

Is this boolean right now in the player? :D

#

Cause your image suggests it's in the coin

opal lark
#

im in the coin bp but ive cast it to character

regal mulch
#

Yeah but the cast doesn't magically make that boolean the one of the player

#

You are chaging the boolean that sits in the coin

#

Do you have that boolean in your MixamoPlayer Blueprint?

opal lark
#

what will i need to do

regal mulch
#

@grim ore

if (ULevel* CurrentLevel = GetWorld()->GetCurrentLevel())
{
    if (AHLLevelScriptActor* HLLevelScript = Cast<AHLLevelScriptActor>(CurrentLevel->GetLevelScriptActor()))
    {
        bDynamicGravity = HLLevelScript->UsesDynamicGravity();
    }
}
#

@opal lark Answer the question: "Do you have that boolean in your MixamoPlayer Blueprint?"

opal lark
#

yes

regal mulch
#

Then click on the "As BP Mixamo Player" pin of the cast node, drag it out and search for the variable.

opal lark
#

i have so it shouls work

fading vector
#

does beginplay start with every level load?

opal lark
#

should

#

yes

regal mulch
#

@fading vector Depends on the Actor and the Travel Type. E.g. SeamlessTravel doesn't make PlayerController BeginPlay call if it persisted iirc

grim ore
#

@regal mulch yep yep I gotcha. I always forget they keep not exposing stuff like that to BP 😦

opal hornet
#

is there a reason they refrain from exposing everything to BP by default? how much of a performance hit is it to just be exposed?

grim ore
#

in the end I don't think there is, they just might need to do more work making sure its safe I guess or a good reason

worn granite
#

Probably unrelated to perf

#

Most likely it's architectural

grim ore
#

i mean it's work for someone and if they don't need it....

opal hornet
#

id imagine that work could be automated

opal lark
#

i used to level br. now i know that the wrong way how do get the coin to know if player has overlapped it ?

fading vector
#

Awesome, my game has come a long way. Hopefully sometime this week I can show everyone a preview of what I've been working on 😄

opal lark
#

i figured it

kindred viper
#

Rather than exposing C++ to blueprints, they should have simply had an interface applicable to a construction node. So you add the interface and the node builds based on the meta data of the C++ class. But I guess there is a reason im not on the engine team, and its probably because my ideas are a bit whacky at times :p

winged crypt
#

Anyone know why an emitter won't render through a transparent widget? 🤔

plush yew
#

How i can shake the camera?

#

i wanna try to add some action when i attack

#

is that possible to do a little shake?

next badger
#

@plush yew it's called "camera shake"

plush yew
#

oh so its built in thank god 😄

next badger
#

@winged crypt 3d widget?

#

@plush yew small disclaimer, if you're making networking/multiplayer game, you may add player camera shake, not world one

winged crypt
#

@next badger Yeah

zenith flower
#

are c++ floats = bp floats in terms of precision?

next badger
#

@zenith flower um...nope =))))

#

ue4 does a lot of weird stuff behind the scenes

#

you can flip ints when converting floats etc

zenith flower
#

Why can't they just make normal floats and offer "reduced" floats

#

its screwing with my weather simulation.

next badger
#

afaik all the MATH class is affected

zenith flower
#

so FMath:Min or FMath:Max is trash too?

next badger
#

@zenith flower i think your answer is in the ue4 source...it's not that hard to find

zenith flower
#

I'll pass I remember hearing about this before. Everything I've done is unreliable now. I have to download a stupid plugin to fix this

plush yew
#

Guys dose it look like bow? is the trail annoying?

next badger
#

@plush yew is that just an effect or a part of the game?

#

@winged crypt are you using custom depth?

plush yew
#

Am making it a bow

#

😄

#

Ganna add animations to it

#

Just wanna know dose it look bad or is it a bad idea 😄

next badger
#

@plush yew if it's a part of game you should test in in the context of a game...in level etc

plush yew
#

Yea you are right

#

But

#

from the first look dose it annoy you

#

in some way

#

?

next badger
#

for me the rigid movement of the bow itself is more issue than a trail

plush yew
#

cuz its getting into the player while movin g?

next badger
#

no, just in general, it's disturbing the flow of movement

#

cause it's large compared to player

plush yew
#

Yup you are right

#

its kinda huge for the player

#

ganna try work on it now

fringe pivot
#

how do you update engine version? I think I used to have that option in the launcher in the same place where I start it but it's not there anymore, I have 4.22.3 at the moment.

zenith flower
#

4.22.3 is the max for that version

#

if you mean going to 4.24

#

or 4.23

#

click that yellow button in the library tab

fringe pivot
#

But I upgraded this many times, 4.18 was the last fresh install IIRC

zenith flower
#

you don't upgrade between version, you install new ones

#

you can upgrade sub versions

#

like 4.22.1 to 4.22.2

#

but you install new versions like 4.22 to 4.23

fringe pivot
#

weird, I'm almost sure I did it

opal lark
zenith flower
#

You don't upgrade between major engine versions. You can upgrade projects, to newer engine versions

#

you can't upgrade the engine itself to a newer major version

#

@opal lark which part is not working

#

You have to be more descriptive

opal lark
#

the whole thing

fringe pivot
#

Anyway, can you import megascan freebies to the new quixel mixer software? I think it's called bridge now.

zenith flower
#

no such thing, if you're overlap doesnt work nothing else will. If your overlap works but your boolean is broken, nothing after taht will. ect ect

Just because you don't see the end result does not mean the whole thing is broken

#

put some breakpoints in there

#

start from the beginning and set a break point and step through it

#

If your breakpoint on the Actor overlap doesn't hit, then you have an issue with overlapping

mossy nymph
#

aside from that boolean on Player being set to false

#

the same thing happens on overlap

#

Player or not, the light goes invisible

zenith flower
#

or the issue with using the cast fails to turn off the light

mossy nymph
#

failed or not, SetVisibility(false) is called

zenith flower
#

its still an additional issue, once he fixes the boolean

#

he shouldn't use cast failed most likely

opal lark
#

this is how my player character picks up the item

zenith flower
#

I still don't see any breakpoints. We will not armchair debug this for you.

opal lark
#

break points you mean strings ?

zenith flower
#

Rightclick the overlap event

#

find "set break point"

opal lark
#

ok

zenith flower
#

a red circle will appear

#

then press play

#

when walk up to your actor you want to overlap

#

and you SHOULD hit the break point.

opal lark
#

ok that parts works

zenith flower
#

kay, now "step" through your stuff

opal lark
#

i mean is the bool set up rite to recieve

zenith flower
#

dude, there is a process, stop jumping ahead

#

ect

#

follow that, and it will show you where it "breaks" then come back and you can ask us a more precise question

#

You need to learn how to debug your code, or people will only start ignoring your questions. Just helping you help yourself in the long run

opal lark
#

Ok thanks for the advice

zenith flower
#

We don't mind helping

tawdry storm
#

is there a way to get world time without time dilation?

opal lark
#

i didnt know about brealk poiunts thanks

zenith flower
#

xD

#

@tawdry storm truedeltaTime = deltaTime / TimeDilation

tawdry storm
#

truedeltatime? one sec

zenith flower
#

made up variables

#

what are you doing with this time?

#

timer?

tawdry storm
#

I'm just tinkering around with time dilation and right now I just wanna have it ping pong between 0 and 1 with a sine

zenith flower
#

Probably GetRealTIme

tawdry storm
#

using elapsed time seemed like the easiest

#

hm seems like that's not exposed in blueprints

#

but good to know that that exists, thanks 🙂

#

oh wait, now I found it... weird

#

even better then 😄 thank you Evo!

mighty oak
#

Is there a channel for "venting"? Cuz I sure have a few words about working in World Composition...

zenith flower
#

just watch the language xD

kindred viper
#

how do you vent without some coarse language though?

zenith flower
#

Had a political talk in there a few days ago and all was fine, even an admin was chatting

kindred viper
#

no harm if its not directed at anyone but check the rules

zenith flower
#

^ pretty much

tawdry storm
#

political arguments on the internet that didn't escalate into madness?

#

how did that happen?

zenith flower
#

respect

#

(well one or two were kinda rude, but eh, it was fine overall)

#

Its a quick way to get banned, talking shit. People need the help on here. So the motivation is self inflicted xD

#

I was actually surprised it didn't turn into a shit show. Them admins on their game xD

tawdry storm
#

I guess with admins on deck people probably behave 😄

zenith flower
#

I actually can prove this behavior

#

I had a private chat

#

So yea, when you need something you take care of it xD

tawdry storm
#

sounds friendly enough

#

huh

swift spindle
#

some people just have a hard time communicating unfortunately 😦

zenith flower
#

Anways, this just turned into #lounge back on topic xD

funny, @mighty oak 's question ended up being an #ue4-general topic xD

tawdry storm
#

right

opal lark
#

Ahh i figured it not so hard

indigo abyss
#

When I derive a class from AActor and place it in the world, the default in-editor representation is a white sphere. How can I change that to a different visual in-editor?

plush yew
#

What is the best way to make an action fire randomly

zenith flower
#

@opal lark xD

grim ore
#

@indigo abyss that is the default representation of the scene component that is the root of that actor. Change the root actor to something else

zenith flower
#

"Teach a man to fish"

plush yew
#

How i can make this node fire off randomly

#

lets say in a rate of 20% of the time

#

is that possible?>

rancid lynx
#

Multigate can do that. It has 5 output pins

zenith flower
#

pretty sure there is a random blueprint node you can use

plush yew
#

I been looking

zenith flower
#

Random Integer

grim ore
#

use the select node, feed in a random int in range, and output the camera shake on 1 of them with nothing on the other... (not serious)

#

but seriously there is a weighted random bool node you can feed into an if node

#

random bool -> randomly true 20% of the time -> if true play shake

zenith flower
#

nice, didn't know about weighted bool. very cool

grim ore
polar hawk
#

teach a man to fish and he'll keep coming back to you for lessons instead of teaching himself