#ue4-general
1 messages · Page 665 of 1
why would you even use FColor
okay, so color is ranged 0-255, and mask is 0-1
Drag and drop a quad plane: low poly water
Sorry i'm new, what do you mean by "quad plane"
Ah
its like a bi plane but with more wings
😛
Polys are made of triangles. A quad is two triangles. The lowest poly square you can make
Are there good use cases for negative values with color/mask?
u means unsigned
those planes
I didn't know it was 8bits
Displays are 8 bits too
I'm speaking about textures/materials though
Colors are Vector4
No
FLinearColor
thats the sexy right there
I’m talking materials
rhoo really 😢
So you're saying colors in materials are not 4 floats?
float4?
Aye
doesn't it use halfs in materials 
that explains why anything * -1 is black in materials
Protect ya Vect
vertex colors are FColor
Well it's complicated
They're FColor on the CPU side
on the GPU they are 16 bits floats I believe
True
What was the question?
@winter zenith https://docs.unrealengine.com/en-US/Resources/ContentExamples/MaterialNodes/1_10/index.html can use this to animate your low poly water
An overview of the Material Nodes example level, example 1.10: World Position Offset.
Thank you!
Was there a question
Find a plane in somewhere
Don’t they need polys for that phy? 😂
Fun fact, I imported a plane once to use as a preview in the plugin
does it "roll" over?
Turns out the uasset was bigger than the entire plugin
deleted the plane, used a proc mesh instead
material floats are signed of course
ah
Why can't color just be color regardless of context xD (I'm kidding I know why)
because 4x float is huge
btw did you know FColor stores color as BGRA
do you actually understand how it works
Thats only like 1 page of 20
😬
its a weather simulation that computes the temp, vapor, rain, clouds ect
I have a strange suspicion Grid R is slow
xD
I mean literal duplication
Hi guys, im new
Hello
Like literally my first day with UE4
Nice
its my 92187th day with UE4... escape... leave while you still can 😮
MMORPG?
Me?
Say no
Answer is always no
Nice!
racing hams sounds awesome
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
Good. Welcome to the asylum 😜
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
heh
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?
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
Oh, thanks
Yeah was gonna say we have a great pin finally
Youre only allowed to change it to an RX-7 series 3 wide body not an FC 😛
There's a free car example too right
😂
Stuff thats computed more than twice per loop is saved like this:
that's not in a compute shader right
no
I didnt think you could do loops in a compute shader
You sure can
They have to be unwindable mons
And why aren’t you using a dark theme? 😜
you can [loop]
Alright, im going to bed guys
that's how raytracing works for example
Gn
no wonder why raytracing is slow 🙂
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
It's not about optimization
This is the old c++ optimized version
it's about code readability
beeeejeeeebus
dude, its 20 pages of this. You aint reading shit xD
that's 3 times the same code
What does it all mean
no its not
You have one variable changing
more functions?
this would fail every code review at every company ever
Right now, i just need to make sure what I got from the paper, matches the output. So I change very little
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.
so how do you know if its working if you cant even read it?
It compiles ™️
Do you really want to know?
I compare the data in grids by hand at certain places in code
🤢
well you cant unit test it now can you
the paper probably has at least 3 typos aswell because of course it does
heh
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
so wait, you did that math by hand to find the correct value?
how would you ever find a typo in here
Using machine learning ofc
You don't
Updates on that quad plane @winter zenith ?
Fast Weather Simulation for Inverse Procedural Design of 3D Urban Models: ACM Transactions on Graphics 2017
remind me never to hire the writer of this paper
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
fixed grid size though right
By their claim or peer reviewed?
You can change it
yeah this is similar to fluid dynamics
yup
I plan on taking this and going volumetric shaders
for rain/clouds/temperature
(I use volumetric temp in my game)
Making the big next gen tech all by yourself I see
It even interacts with the "floor"
so water puts more vapor into the air,
white roofs reflect more light ect
cloud computing is the future 😛
I've been working on my game for like 3 years
Can I have a cloud computer please
So in this game you are cloud?
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
What’s the game about
old man fights against cloud
Clouds of war
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
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.
Want more armor, that will slow you down. Maybe you put more in the front, than the back
The whole frame buffer @solar crown ?
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
where does the fancy cloud simulation fit into this
@normal burrow yes
Clouds can be wet, making shooting hard, rain etc
but usually weather won't change that much in the small environment you'll have for a match
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
I assume you collect humidity then relay this to some table of humidities?
Or are you simulating molecules?
And more importantly. Are you using Houdini
Look, let me save you the trouble. What I am doing is over done. "unneeded" for your typical "match" ect
Gotta get that H
yeah just run Houdini at runtime
The plugin basically lets you
nah I mean when you use Houdini sim
oh
the plugin doesn't let you use it at runtime
houdini does not actually provide a license for that at all
that you could redistribute to players
Guys I have a question
Would be considered cruel and unusual
I've been working on low poly water through a BP
I'm seeing a lot of buttons that mean nothing to me in these screenshots
“My computer is on fire”
they're not buttons?
apart from the menu stuff, no
the things with F L T B etc
oh the armor?
okay yea, those are, but what you want me to do with them?
drag them on layer by layer? xD
idk, I have no idea what it means
oh.
But how do it affect things
How do you give a material transparency?
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
Is there health?
within the sides of the body part, and also between body parts
yes
the 3d armor has 3d health
How many degrees is health?
and then the body parts have health its self
health != degrees
but yes, eventually I would want excessive heat to cause damage
Do they melt?
It’ll probably still end up being some feels good logic
what are those horizontal blur widgets
Just sounds incredibly difficult to put meaning to the temp
its all the "specs" of your machine
how much heat it can generate, how much weight, ect
Are you using Joule? Degree seems messy
And you’ll piss off someone which ever unit you use
If in doubt use radians
"Turn the other cheek" has use in my game
a heat of 3 radians
If you take to much damage from one side, you can reposition yourself
since you asked for it
Confuse the player further by using kilocalories
here is your joules, and conduction coefficients and surface area, and total mass, air velocity, enviroment temp
Or celcius
notice that air velocity and enviroment temp are not used?
yea, I built this with volumetric weather in mind
Celsius is used by most of the world pat
You uncultured swine 😜
Gulp
first submit it to blueprints from hell
I have no idea what this even does
Lines
It is a fairly clean spaghetti
It simulates the trasfer of heat in a 3d object
To points
You’re lacking rainbow comment bubbles and redundant documentation
Yeah would be way better with these
I think my variable naming is documentation xD
what is a mesh data container float
I see no execs lol
why not use macros
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.
does the bp debug even work
you cant step expressions anyway
funny enough, I havn't opened this in a year, and understand it
Lol that old man toddler
I worked very hard to make it as clean as possible
last time I tried to view some values on pins it just refused to show them
if you disabled midpoint arrows this will look like 800% cleaner
bp debug works fine for me
some issue here and there
but nothing like macros
screw them
never tried to debug a bp macro lol
I love my arrows
how bout not creating bugs


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
Basically I'm setting up my mechanics to work somewhat like you'd expect in the real world.
Pudding of proof
and Answerhub is back
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?
my twitch streams are about doing everything correct 100% of the time while knowing 100% of the domain I'm in
Proof of pudding rather
I hate that
It comes down to messaging to the player, its not always easy to message that someone has 10 points of back armour
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
If you have visible damage but then that has to be accurate over the network
each one can hit you from a different angle, side ect
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
true. I'm overreaching
but honestly when this is ready, we are looking at another 3-5 years
Source forts
?
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
oh
that game gave no fucks
"realism"
if a match went on long enough both teams just unlock nuclear arms
not if you have armor that can recharge using nuclear blast energy
but I had 10 points of nuke armour
jkdghdfjk
screw your 10 points of armour
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?
then you'd have to use bio weapons
boom
Do you get a hit result?
and then the match becomes 'nuke armor, die over time from disease' or 'bio armor, get blown the fuck up'
on overlap is the same hit result struct I thought
I get ome result from the collision, but it said -1. Is -1 false?
It means none
I can't find this source forts, that shows the tanks with armor
oh
It’s something different yeah
damn
The overlap triggers at the right time. Hmm.
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
yeeeeah and you can freeze boxes and shit
the meta became eventually to make sky forts
which at first seem impossible but fall apart with enough damage
Yeah fun game
then there was that same mechanic
but bridge building
which was too intense for me lmao
whatever gamemode that was
Do miss mods in general
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
No room for hobbyists in this biz
flat earthers
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
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?
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?
Can I not use a box collision to handle the physics of my object and use SMAs as children to handle visuals? https://puu.sh/FeBhA/c58dd3c2c8.webm
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? 🤔
I changed my GPU today and now I am having this weird twitching . I think it has to do with contact shadows. Any idea how to solve it?
https://www.youtube.com/watch?v=evnrJZHTFFU&fbclid=IwAR0ux1ldY2iPmIgSPDVYmjD-EdY3dFuwn66bqmfxZkIUSlOfxFvCfsJY8jg
has anyone had an issue with steam only working in editor?
Needing help with this...
The humvee is flickering with the smoke....like some rendering issue....
Someone know why my Damping at my PhysicsHandly doesnt work
@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
I would mask the the opacity with a box that's the size of the vehicle
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...
its not flickering. it's just that the particles fly through the geometry
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 :
any way to "speed up the preview" when change something inside a material? (master-material, not instances+parameters)?
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?
aww my next project was an Unreal 1 game too.
Unreal Technology
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
nope
@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)_/¯
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
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
.
enough google results though
<_< or you know, tell in detail what you tried, what sources you visited, and what your struggles are with it
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
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
there we go, isnt that helpfull
Materials will have view dependent specular response fitting all current light types for deferred renderer & ray tracing. Implementing existing published BRDF.
Rendering
bcs i think its pretty broken as well
Today we talk about setting up hair in Marmoset Toolbag using Krita!
The subject character is Iggy, designed by Trent Kaniuga
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
I do remember a plugin that added anisotropy blending mode that looked amazing, somewhere on the polycount forums, but cant find it
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
you can cook them out
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
I wish we could get direct anisotropy support in UE4, if needed only on the Forward Shading mode
https://forums.unrealengine.com/development-discussion/rendering/19649-anisotropy-material comes with a download somewhere.
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
I just love the look of anisotropic materials 🙂
@serene birch 4.25 gets a beta version for anisotropic
the free automotive material pack has some anisotropic mats
oh? neat \o/
can't wait more for 4.25
autmotive faked it, but they do look decently good
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
any date for 4.25? its not like i couldnt change my ue4 version anymore
gdc is my best bet
gdc?
game dev conv
they often show new stuff there, and release a proper interesting new version (generally)
so no fix date. hmm
2020 Game Developers Conference will begin on
Monday, 16 March
and even if they release it, its gonna be beta
yea but maybe its a working solution for me.
ah okey, good to know. maybe ill just move this problem aside for now then.
@light lintel didnt you get a reply from matthew last night about it?
Can someone help me with this issue?
I apologize for no audio.
Download: https://drive.google.com/open?id=15CS5aTrn6BA8tVc1SgKJ_1gDP9gUXZw4 (min. version 4.22)
If you have any questions write them below!
Any other ideas to make another tutorial?
Been following this tutorial, but for some reason i messed up I assume
@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...
both of you having the same avatar makes it so confusing for someone who barely reads names :p
(its fine though)
😄
can someone help please
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? 😦
@opal lark just ask the question (in the right channel)
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
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?
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
@earnest heath english only
Please, I don't anderstend
¯_(ツ)_/¯
sequencer forces itself to the end of a sequence
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).
Hello, if i add an object to my project and place it, my character doesnt move anymore. Any suspicions ?
Hi, I have a crash every time I try to Generate a LOD for my level in world composition. It happens only on a particular sub-level (with no particular differences with the other sub-levels where LOD generation worked fine).
This is the Log : https://pastebin.com/b6br1035
Hi guys, how I can use these boxes to resize my bsp block?
I have tried to find this in tutorials but everyone just scale their blocks in the menu
How is this possible?
The Highlighted asset is the jungle
150k triangles for 1 asset
I didn't make it
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
substance (unless changed) exports 16 bit, convert to 8 bit.
and.. well.. makesure your material is set up properly
And add a reflection capture to the scene
Transparency doesn’t use roughness, hence why the input is greyed out
Maybe you want translucent rof
exactly I needed translucency
@glass valley set the translucency lighting mode
Surface forward shading will give you roughness metallic etc
it is expensive / not compatible with mobile though
Scroll down
^
There’s a transparency tab
^
got it 😄
Those angry zigzag brushstrokes at the end.
I feel them.
@light lintel at the bottom of the widget list is your custom widgets, you can add it from there
I can use SSGI in 4.23 as well, what's really new in 4.24 about SSGI?
yes, and?
And what's new about it in 4.24? Is there some improvements? I didn't make the switch to 4.24 yet
@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
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
No, what player can see and what is rendered
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://)
An overview of Visibility and Occlusion Culling methods in Unreal Engine 4.
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)
@serene birch Big love, I couldn't match my words due to lack of english knowledge
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)
Try to get the socket rotation @plush yew
You are getting rotation from the socket location
Use this for the rotation. That should work
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?
Your attach point name is set to none. Try writing the right socket name there
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?
just pull a 0,0,0 vec into base color
can someone confirm ssr doesnt work without taa on versions other than 4.26
.26 O_o
master branch
if the peeps in the graphics channel dont know, doubt anybody else knows hehe
alrighty I'll ask there ty
i deleted a material instance and now ue4 crashes on launch
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
restore the material instance from source control and then do what they said
what is source control

i cant launch ue4
source control is a backup system everyone learns about after they delete something they shouldnt have for the first time
source control is when your team is trying to win by holding all of the sources to get a trifecta
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
Crypto
if you look at the mesh in the editor
ok nvm apparently ssr being tied to taa is an old problem that never got fixed since 4.14 or so
you'll see the materials have name slots
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
Can I not set the default material based on the user pressing a button?
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
Im not sure how to do that
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 ?
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.
hi were can i ask things about world composition ( topic ) unreal engine game lags when other level loads
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
yeah,
if your setting a color on a primitive or something trivial its making a dynamic material instance for you
does anyone know where I can best get input on a HUD/UI design? discords, subreddits, or perhaps a channel in here?
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
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
Sounds exactly what I need just not sure how to access it
BP
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
under Maps&Modes
this is ideally what you want to do
Ahh thank you
yw
I see there is nothing like begin play or event tick
So how can I store the info?
oh wait
I see
Is good to use 4.24 or better older version?
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
That is problem when I'll be use some tutorial from YouTube to learn I don't know what will be best one
how i can turn off this emitter?
Cuz its looping and i want to turn it off sometimes
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?
@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...
Okay, so the best way is download 4.24?
@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)
Okay super, thanks! I'll be use some of video tutorial and documentations
does anyone know where I can best get input on a HUD/UI design? discords, subreddits, or perhaps a channel in here?
@delicate needle if you mean this then turn on the "Polygon Editing" plugin
@grim ore AH! I didn't lose my mind!
It was on before due to datasmith/unreal studio.
yep
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
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
nope
rip lol
now wait just a darn minute
you know there is no inconspicious or whistle emoji 😦
be the change you want to see in the world
ooh wait this works 🕵️
jokes aside, been watching your channel for years. love the content :)
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?
yes
@grim ore - Thanks again. This UVW box tool just made my archviz life so soo much easier.
yay
Any idea how I can do that?
@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
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?
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*
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 ?
can timelines take in a starting value input at runtime?
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
@grim ore Maybe the spectator class?
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
could someone please help me set up these 2 plugins?
Gameplay abilities plugin
Va Fog of war
High-level view of the Gameplay Ability System
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
@white canyon set up as in enable them or getting started on using them?
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 lark is that object stored somewhere?
where in the code are you storing the fact the player collected it?
Any suggestions on creating a fade out and fade in effect for death and restarting a level?
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
so i cast to character then check if she has it
@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)
how do i checjk sorry
@opal hornet So like increasing/decreasing transparency of a material?
@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
@opal hornet dm's you
@fading vector basically
this is a basic example https://www.youtube.com/watch?v=aEZeGknl-HU
then you can get fancy like this https://www.youtube.com/watch?v=ZAstCGcImF8
In this tutorial you will learn how to create Dissolve materials in unreal engine. you will learn every step for this effect texture, materials, mesh and emitters. For any concern comment below the video or create help thread in CGHOW form (discussion & help forum link below...
How can I unfreeze the sequencer view on the right ? (Everything is static)
I dont exactly need an object to fade out but the whole screen
Fade to black more or less
There might be camera fade nodes built into the engine using the Player Camera Manager class
anyone know how i can run my gif slower
i changed the time value to anything nothing changes
@fading vector if you cant find that node, its super simple to do from a viewport widget
correct "Target is Player Camera Manager" which means you need to get the Player Camera Manager and call it on that.
@smoky sonnet have you tried multiplying your time input by a smaller number? say Time * 0.5 then plug that into there?
@grim ore do you know how can i capture a object to my 3d widget but without loosing his real color?
now it looks cyan not shiny green
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
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.
i see so its a bad idea to use level bp
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.
if you never learn to use it, you can't use it wrong 😛
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.
and "how do I get a variable from the level blueprint" might end up going away as a daily question heh
So what would you the say rthe best way to this them Matt mate. player overlaps coin or vice versa
Player overlapping the Coin should be handled inside of the Coin BP itself.
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 ^^^
Ok thank so this be i sent to you looks ok
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?
Only BPs are lacking the function to get the LevelBP
ah gotcha
The Boolean in your image, who is that belonging too, logically?
Is that part of the state of the player?
Or of the coin?
self
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.
yes i want the coin to be set
So you want to save that this coin has been picked up by the player?
yes
Do you want to be able to get this information from the player later?
Is this boolean right now in the player? :D
Cause your image suggests it's in the coin
im in the coin bp but ive cast it to character
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?
what will i need to do
@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?"
yes
Then click on the "As BP Mixamo Player" pin of the cast node, drag it out and search for the variable.
i have so it shouls work
does beginplay start with every level load?
@fading vector Depends on the Actor and the Travel Type. E.g. SeamlessTravel doesn't make PlayerController BeginPlay call if it persisted iirc
@regal mulch yep yep I gotcha. I always forget they keep not exposing stuff like that to BP 😦
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?
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
i mean it's work for someone and if they don't need it....
id imagine that work could be automated
i used to level br. now i know that the wrong way how do get the coin to know if player has overlapped it ?
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 😄
i figured it
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
Anyone know why an emitter won't render through a transparent widget? 🤔
How i can shake the camera?
i wanna try to add some action when i attack
is that possible to do a little shake?
@plush yew it's called "camera shake"
The importance of Camera Shake cannot be understated! Add weight and impact to your project with this micro tutorial.
(00:05) - Intro
(00:33) - Adding Camera Shake
(02:12) - Inside the First Person Character Blueprint
(03:11) - Testing
oh so its built in thank god 😄
@winged crypt 3d widget?
@plush yew small disclaimer, if you're making networking/multiplayer game, you may add player camera shake, not world one
@next badger Yeah
are c++ floats = bp floats in terms of precision?
@zenith flower um...nope =))))
ue4 does a lot of weird stuff behind the scenes
you can flip ints when converting floats etc
Why can't they just make normal floats and offer "reduced" floats
its screwing with my weather simulation.
afaik all the MATH class is affected
so FMath:Min or FMath:Max is trash too?
@zenith flower i think your answer is in the ue4 source...it's not that hard to find
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 is that just an effect or a part of the game?
@winged crypt are you using custom depth?
Am making it a bow
😄
Ganna add animations to it
Just wanna know dose it look bad or is it a bad idea 😄
@plush yew if it's a part of game you should test in in the context of a game...in level etc
for me the rigid movement of the bow itself is more issue than a trail
cuz its getting into the player while movin g?
no, just in general, it's disturbing the flow of movement
cause it's large compared to player
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.
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
But I upgraded this many times, 4.18 was the last fresh install IIRC
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
weird, I'm almost sure I did it
Can some please tell me why this is not working
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
the whole thing
Anyway, can you import megascan freebies to the new quixel mixer software? I think it's called bridge now.
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
aside from that boolean on Player being set to false
the same thing happens on overlap
Player or not, the light goes invisible
or the issue with using the cast fails to turn off the light
failed or not, SetVisibility(false) is called
its still an additional issue, once he fixes the boolean
he shouldn't use cast failed most likely
I still don't see any breakpoints. We will not armchair debug this for you.
break points you mean strings ?
ok
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.
ok that parts works
kay, now "step" through your stuff
i mean is the bool set up rite to recieve
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
Ok thanks for the advice
We don't mind helping
is there a way to get world time without time dilation?
i didnt know about brealk poiunts thanks
truedeltatime? one sec
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
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!
Is there a channel for "venting"? Cuz I sure have a few words about working in World Composition...
how do you vent without some coarse language though?
Had a political talk in there a few days ago and all was fine, even an admin was chatting
no harm if its not directed at anyone but check the rules
^ pretty much
political arguments on the internet that didn't escalate into madness?
how did that happen?
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
I guess with admins on deck people probably behave 😄
I actually can prove this behavior
I had a private chat
reply:
So yea, when you need something you take care of it xD
some people just have a hard time communicating unfortunately 😦
Anways, this just turned into #lounge back on topic xD
funny, @mighty oak 's question ended up being an #ue4-general topic xD
right
Ahh i figured it not so hard
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?
What is the best way to make an action fire randomly
@opal lark xD
@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
"Teach a man to fish"
How i can make this node fire off randomly
lets say in a rate of 20% of the time
is that possible?>
Multigate can do that. It has 5 output pins
pretty sure there is a random blueprint node you can use
I been looking
Random Integer
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
nice, didn't know about weighted bool. very cool
teach a man to fish and he'll keep coming back to you for lessons instead of teaching himself