#ue4-general

1 messages · Page 666 of 1

grim ore
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you can do it inside the camera shake itself and keep it contained

plush yew
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Thanks mate that really helped

grim ore
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It's why I lke programming, 3 ways to do the same thing and I am sure I can find more lol

plush yew
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You are a legend mate 😄

grim ore
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nope just super bored

kindred viper
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random bool with weight. gg

whole turtle
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hey guys! sorry to be off topic but I just have a quick question: does anyone know if there is a way to properly export a blueprint derived from c++ class so that someone on the other side can easily import it (similar to other content in ue4, like static mesh or something drag and drop)

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right now the only way I know of is to actually copy and paste the actual code and adjust it to fit the new project which is a bit of a mess :X

grim ore
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you could migrate it to a new project, then let them open the new project and migrate it as well but I dont think migrating moves the source does it?

whole turtle
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nope migrating doesn't work with c++ classes, so the derived bp won't be recognised 😦

grim ore
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well what if you migrated it, then moved the source, then updated the .uproject, then compiled then shared 😦 no good ideas here really lol

whole turtle
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I thought there should be a way to export almost like 'self-contained' packages that would work on the other side

grim ore
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yeah that is what migrate then zip up project would do but It doesnt do the C++

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nothing as clean as packages in Unity 😦

whole turtle
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haha the issue is that migrating tool doesn't work for source/cpp classes swhich is needed for the dervied bluprint class to work, so what I currently have to do is to create a new cpp class in the new project, copy&paste the code, adjust includes, etc, compile and then open the blueprint and reparent it to the new cpp xD

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hah yeah

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well damn haha

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thanks a lot for your feedback anyways

grim ore
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yeah uh.... I would say sharing the project in source control or what about making a plugin that shares the code? the C++ code in the plugin and it can have content which contains your BP?

whole turtle
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never looked into the plugin development stuff might look into that

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can plugins be shared out of the epic games system? like in itch.io, gumroad and such?

grim ore
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no idea if it's a good idea but it seems sound based on how Epic uses it now

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they should be able to, you have source plugins out there now like the megascans plugin for bridge

whole turtle
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yeah, I wonder if the license allows for it

kindred viper
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as long as there is no editor code exported or shared, you can do that

grim ore
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^^ what that smart person said

whole turtle
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that's good news, so if I find out how to make it into a plugin it could be shared

thin tendon
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I'm having issue with world comp. Causing lag and small freezing between loading and unloading tiles. Is it possible to preload a map and just toggle visibility with world comp?

kindred viper
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yes Slim

whole turtle
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I'll search on the docs and webs how the plugin package works, thanks a lot for the suggestions and clarifications guys!

kindred viper
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plugins are easy mode now. Just goto Plugin menu in editor, Create New Plugin, then add your C++ file, your blueprint, and you should be done

grim ore
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Sounds like we need some video documentation on plugins!

kindred viper
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there was a video on the unreal academy that was perhaps 2 years old. But its still relevant

grim ore
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I do wish we had an easy way to share stuff tho like unitypackages

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I mean technically there are feature packs and content packs you could make but its not easy

whole turtle
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daaaamn just checked the docs they have presets! haha this might be nice to dive into!

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yeah unity packages type of thing would be the best in my opinion

grim ore
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that uh.. I forgot about that but a feature pack would have worked for what you want as well

whole turtle
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you select the content, RMB > Packages, zip it upload, the other end just download drag into the editor and that's it

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no idea what taht is or means in terms of ue4 xD

thin tendon
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@kindred viper Do you know how I could set this up? Everything I look through online and in engine, I can't see any mention of preloading.

grim ore
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in the content browser you click the green add button and add a feature pack. right now for example you can add in the third person, or first person, or vehicle to your existing project and it contains all the "crap" for that stuff like code and assets

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its just a pain in the rear to set up

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plus epic is changing the way it works in the near future, they started the changes with the new launcher setup

kindred viper
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@thin tendon if its in the World Comp window, then its loaded, just not visible until told to (with streaming volume or manually). If you are loading dynamically, then you will have to find a suitable place to do the loading so it doesn't hitch. But you can load without Visibility true

whole turtle
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oh I see, where does this get the list of packs from though? I only see default stuff

grim ore
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it pulls all the packs out of the folder that they are stored in

kindred viper
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UDK used to have a package system for that. Don't know why it never carried over

whole turtle
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hah I see, I think I might give the plugin way of doing it a try, see how it works and then when they release the new version of content packs I'll check that

grim ore
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I think the plugin would be alot smarter as you could just share the entire thing and its self contained. The feature pack stuff has to be packed and setup properly

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plus I dont know what happens if you re import an existing pack lol

whole turtle
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but judging by what they have in the engine defaults, this is more to import templates?

kindred viper
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yeah you can disable a plugin safely (usually) too

whole turtle
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like project templates

grim ore
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it is by default yep becaues that is all epic used it for

whole turtle
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yeah makes sense

grim ore
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but there are content packs for example that have the starter content

whole turtle
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I think the plugin option might be the better one as far as I can see right now 😄

grim ore
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in a larger project a feature pack is nice because you might be like "bam we want this controller" and bam you add the controller pack and bam controller

whole turtle
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yeah they have those as well..I'll stick with the plugin idea for now, seems more geared to what I'm aiming for

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yeah makes sense

grim ore
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or you break that out into a plugin and keep those in a repo and add the plugin lol

whole turtle
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haha true, the packs seems to be more geared to 'workflow' stuff in terms of production, like 'we're a top-down shooter house' we make a lot of these types of games so we have these 3packs that just come into every new project to reuse code and assets

plush yew
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MathewW you should sign up for discord job here tbh

whole turtle
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eyah ncie! thanks a ton! really helpful info !! 😄

grim ore
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yep yep, reusable stuffs

plush yew
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You are online more than the mods 😄

opal lark
plush yew
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Daz you overlapping with something?

opal lark
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yes

grim ore
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is this blueprint in the coin blueprint?

plush yew
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Take "Other actor" from overlap box

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and connect it to it

opal lark
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yep

plush yew
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if it didnt work try actor

grim ore
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if you are doing this in the blueprint you have no reason to try and cast, it's already that type. just get that component and set the visibility

mental helm
opal lark
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its a seperate bp im casting too

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coin bp just a static mesh in a bp

mental helm
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Surprised it was verified and reported on in less than a day

grim ore
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welp Im lost then. This code, the code you pasted, what blueprint is it in

opal lark
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the bp that recieves the coin overlap

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the coin is a seperate bp

grim ore
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so you have a BP that has this code, and when you overlap you want to talk to the player who overlapped it AND a completely different blueprint which is your coin?

opal lark
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yes thats rite

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it does print string. but its not setting the mesh vissibilty true

grim ore
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or use someting like Get Actor of Class if there is only one of them

honest rune
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did something change in 4.24.3 with how modules are handled? When I try to create an editor module it creates a separate project file for it now

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and says all code must reside in the "game" folder

kindred viper
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wouldn't that break all previous modules?

honest rune
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yup

grim ore
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if doing the first one you would make a public variable of the Coin_1_Blueprint type and make it public/instance editable and use that as your object, then in the blueprint that has this overlap you would set it up to point to the one in your level. also doing this there is no reason to cast

honest rune
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or did something change in the build chain again?

kindred viper
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thats odd. its like 3 projects under one solution

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somethings deffo wrong there with the setup

honest rune
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yeah, its creating a dummy project file for the editor module

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and places the target file in it but nothing else

kindred viper
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if thats a change thats meant to happen, I need to play catch up

honest rune
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I hope not. anyone else know?

kindred viper
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Bug Fix: Changed the order in which modules are mapped to Visual Studio projects. It is now Game to Mod to Program to Engine to Enterprise. This resolves issues where a Program in the game source root would take all the source code away from the Game project. In this case now, though the Program source is put into the Game project, it is best to have the program target in a Programs folder under the game source rather than at the same level as the game targets. all I can see about it in patch notes

fringe pivot
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how do you reduce foliage density in the procedural foliage spawner component?

honest rune
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wtf are they doing? lol

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So this is expected behavior? because that is exactly what is happening. all my editor module code is being put into my games project and theres a dummy editor module project folder containing only the targets file

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that cant be right

kindred viper
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yeah presumably its an optimisation routine to avoid collation of entire sections of code for determining compilation I guess.

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Presumably the target will take care of the location change issues

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I like to presume a lot because im doing 2 other things right now and its hard to study all 3 :p

honest rune
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well, i'll try building this mutant solution and see what happens

kindred viper
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best of luck

grim ore
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by Program do they mean module?

honest rune
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I'll sec, I'll post a screenie of what I'm getting

opal hornet
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my widget component thats set to be render in screen space is getting rendered over my HUD draw, how can I ensure HUD has render priority?

honest rune
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like, look at this weird structuring

next current
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Uh should unreal take 3 hours to build when it finished in 40 mins before

honest rune
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damn it, yeah its broke. Something must be messed up on my end because there is no way that is expected behavior

grim ore
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@next current depending on your machine and what you meant be before it should be approximately the same result for the same task

next current
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@grim ore I built 4.24 before and it was done in 40 mins, now I’m tryin to build 4.21 and it’s been 3 hours and still going. Shouldn’t be a performance issue, 8 cores and 16gb ram

grim ore
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does your task manager show VS using all cores at 100% ish? Also did you build the editor only or the entire project?

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40m sounds about right for that and is my experience with just the editor

honest rune
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Ignore those previous posts. I'm 99.9% sure I screwed something up when recreating my new project. The original project behaves correctly when upgraded to 4.24.3

next current
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I think I did just the editor, I just right clicked ue4 in visual studio and hit build

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Task manager shows it at 30% cpu and 400mb ram

grim ore
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did you install incredibuild when you installed VS?

next current
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Ye

grim ore
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ask it nicely to be removed and you will find your compile is back to normal

next current
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Thanks :D

honest rune
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lol shit. I'm an asshat. I forgot to register the editor module in the uproject file

grim ore
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so before was it all in it's own project side by side with the game project or is that the part that is changed? Never used an editor module before

honest rune
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it all sits under a single vs project file but in its own subdirectory.

grim ore
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ah so it would have all been under classicfishing in this case?

honest rune
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the vs file yeah

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so physical file structure is like:

Source/MyGame
Source/MyGameEditor
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its working fine though, I just forgot to declare the editor module in the uproject file this time. I'm surprised it got as far as it did lol

grim ore
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gotcha, like it is now but now you have the extra project redirecting

fading vector
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Could I use killz to detect the player rather then destroy?

grim ore
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by design no

fading vector
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Is there a way to disable killz?

rotund scroll
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try setting it to 0

grim ore
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checkbox in the world settings for the level

rotund scroll
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or that I suppose

fading vector
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so I need a way to check if the player reaches a certain z level, I dont want to use event tick. The only solution I can think of is an overlap of a very large cube or something.

kindred viper
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Your players should never be getting close to Kill-Z tbh. It's there just in case. I have to ask, why are your players getting that far?

fading vector
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My killz was -1000

kindred viper
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why?

fading vector
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It was a fail safe

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I just going to use in case the player falls off

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But since it destroys and no way to use it for detection, its now pointless.

kindred viper
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yeah I would reassess that logic. Perhaps knowing the distance from world origin at systematic intervals would be more optimal. Or if you want to know if a player is falling, and you use a character, you can check bIsFalling for a duration and if they exceed falling time, just kill them.

wheat dirge
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anyone able to tell me why a timeline node would say paused above it because i sure dont see a pause option anywhere inside or outside of the node

fading vector
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I'm actually not using the player movement due to the need of physics. So is falling sadly is not an option.

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My player is a ball too

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its a pawn, works well for the physics needs

umbral trout
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@wheat dirge They pause at the end instead of relooping

kindred viper
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ok so you want to know if your ball is falling with physics applied. There might be something for that (an event for non-friction/collision timing). But you could check the velocity too as with gravity based falling, you speed up to terminal velocity

fading vector
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Good idea

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Ill look and see what events I can mess with

kindred viper
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cool have fun 🙂

fading vector
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ty

rancid lynx
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can i LINE TRACE to specific channels only ? like a custom colliion channel named "Rock" ?

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oh. i promoted the trace pin to a variable. now i got it. nmsorry

plush yew
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How i can do a hold at BowAim

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Then when i press Left mouse button it dose the Bow Shoot

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i want to him with my right mouse click i need to keep it on loop first animation?

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am trying to figure it out

worn granite
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have a new anim which is the last frame of the bowaim animation

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put it in a new section

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loop that section in particular

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then, when you're ready to fire, jump to BowShoot

plush yew
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to ineed to use

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notify for it to jump

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to shoot?

thin tendon
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I have this set up for changing sound class volume settings. It works. But how can I get the sound class volume level on construct? So the slider correctly represents the volume

grim ore
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are you saving the value for volume anywhere?

thin tendon
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I can't remember to be honest. Its something I implemented ages ago and I am trying to fix bugs. I think it might because the actually volume loads correctly. Just the slider doesn't show it correctly

grim ore
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you will have to find it then, wherever you load it up from you can load it again and set the value or wherever you save it at

thin tendon
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So there is no way I can just get the value directly from the sound class?

grim ore
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it doesnt look like it, not that I can see, but it might be somewhere

plush yew
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MathewW is there a way i can loop my animation if i am pressing Right mouse button

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so if i release the right mouse it dont loop any more so it can stop

grim ore
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you do what they suggested, you set that first clip to loop in the montage and the release clip as another track then you can jump to the release track when you want

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or uh just play the loop clip as it's own clip then change to the release one when you release

plush yew
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Yup iget what you trying to do

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But i want to keep aiming as i shoot

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that will hold it right>?

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am testing it out

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thanks for the tip

grim ore
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hold button -> play animation ................. release button -> play animation?

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otherwise the montage way that was suggested works as well if you want to keep it in one file, you just jump to the next section

worn granite
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I mean, yeah that's how you do a lead in -> wait -> lead out montage

plush yew
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Right mouse Hold -> play Aim animation ..... Left mouse button -> Shoot

grim ore
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stupid paste

thin tendon
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It looks like you are correct. I'm not saving it anwhere

grim ore
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this montage will loop the idle animation until you tell it to play the 2nd section, the jump section for example

plush yew
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Am almost there

grim ore
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is an example of using the montage with different sections

plush yew
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MathewW am trying to do if i hold my right mouse click it will Aim

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and if i release it animaion will go off

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do you know how i can do that?

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checking google sec 😄

merry galleon
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Any one interested in joining a project with a bunch of new people to make a game hmu

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I am still learning the plat form

fading vector
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Not having much luck with detecting if my pawn is falling.

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Any suggestions? I cant use isfalling because it doesn't have character movement.

plush yew
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What you trying to do?

fading vector
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I have a ball

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Its the player

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When the ball falls off the edge I need it to "die"

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Killz wont work because I dont want it to destroy the actor

opal lark
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everythings working our . how do i call something in the level bp. camera actor from an actor bp ?

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working out i mean

crude furnace
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hey, i need some help. my project crashed and now every time i try to load it, I get the error "The game module [project name] could not be loaded." After looking through the crash log, I found there was a dll file in the binaries that isnt loading properly. Does anyone know what I can do to fix this?

abstract relic
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You will most likely need to regenerate visual studio files and rebuild. But it doesn't hurt to Verify your current engine first.

crude furnace
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fixed it

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hell yeah

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thank u

abstract relic
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You haven't seen crap docs 😛

rancid lynx
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unreal 💯 Can i limit a linetrace to specific collision channels ? it appears that i can not.

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other than manually disabeling linetrace options in 100 meshes X_x

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200bps and 100foliage X_x

abstract relic
rancid lynx
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ty

abstract relic
rancid lynx
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Sorry to ask again, is it possible to get an instance element index from a ISM instancedStaticMesh using a BOXCollision OVERlap? i know how to do it with linetrace, but i would like to be able to do it on overlaps

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specifically from the BeginOverlap node

next badger
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@rancid lynx linetrace by channel is not working for you?

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you know you can add 18 custom channels in project settings?

normal burrow
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His issue is the hit result from overlap test returns -1 for index

zenith flower
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doesn't -1 mean no hit?

normal burrow
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No the index is for instanced things

zenith flower
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blueprints can be funny if you reference out of scope

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ok

normal burrow
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So if you get -1 and a hit it’s not and instanced thing

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But sounds like overlap test maybe doesn’t populate it

next badger
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what is index?

plush yew
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I'm remaking a old version of the game "Hello Neighbour" and I'm remaking a mechanic where the AI can place cameras and there are multiple points where the AI can place the cameras (it goes to a random camera point that's set on the map and places a camera there) if i get the location off of the get a copy node it spawns a camera at a random camera point thats placed in the map instead of the one the AI is at, how can I make it so a camera spawns at the camera point the AI is at ? this is a picture of how it works.

zenith flower
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@rancid lynx a good screenshot would worth a shot in the dark btw

next badger
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@normal burrow item?

normal burrow
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Ye item

next badger
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so if the channel is custom it does not work for isms?

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btw, hisms seems have no simple collision

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so only complex trace works

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sorry, nap time...

rancid lynx
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Isms , foliage paint tool cant select custom channels as an option, i think foliage defaults to world static, but you can set custom flags if you select world static as collision type. So, isms cant select a custom as a type, but they can toggle collisions checkboxes for custom types.

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Ty everyone. I can make linetrace work. I just hoped i could do it with a moving sphere collision instead. The work around is to make a sphere collision mesh in my pawn, when the sphere begins overlap with foli, it fires a multisphere line trace matching the same diameter as the actors collision sphere. That way i can only line trace when a collision happenz.

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Instead of trying to add to an array list 20 instances, and update that, i just use a 1 second timeline that fires, it flipflops foliage collision response false and true every other frame.. Basically pinging the collision , and stopping after 1 second

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I did it this way because multitrace likes to add excessive hits if your foliage ever has 2-3 collisions per mesh. In my game, i only have rocks and trees every 5 foot apart. So the swap count is minimal.

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Sorry spam off.

abstract relic
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Question

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Any reason you’re not using bpi?

normal burrow
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Blueprint interface?

rancid lynx
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im not sure how i could convert foliage instances to actos with blueprint interfaces. i use interfaces to send custom event messages specifically between actorBps that i know want each call, like damage. im not sure what bpi means.

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first i thought i need multisphere line trace. ill see if i can do it more effeciently with single linetraces that end on the foliage instance.

normal burrow
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You can get the owner actor of the hit component and try interface from there.

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But I’m surprised that overlap gives you -1 still, fbodyinstance* should be available for the hit instance

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I’ll take a look at that tomorrow if you remind me

rancid lynx
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100 instances of a foliage group, how could i get the instance index?

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instance index is what makes it difficult

normal burrow
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Hit index, but it’s not exposed?

rancid lynx
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oops, yea, from line traces, sure.

normal burrow
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Does overlap not give you hit results?

rancid lynx
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it has a hit sweep, but those return -1

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no matter which tree i hug

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all -1 on collision

normal burrow
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Did you hug them all?

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Hm

rancid lynx
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yea, i ran around slappin for test puporses

abstract relic
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Nap time for all of you

normal burrow
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I agree, You too

rancid lynx
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ha. i wish. its time to get on a train for me. i work in nagoya. but today is only 2 hours so, ill be back a little later, ty for the helps .

frigid needle
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Interpolations! I keep forgetting about Lerps and I have no idea why...

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"How do I make this rotate at a specific speed? I swear I know this"

scarlet birch
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Overlaps do not generate hit results.

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Only if the object that is overlapped is using sweep will you get the sweep result. So with foliage I would assume there is nothing there.

thin tendon
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Anyone else had issue with calling exit on their games / projects once packaged? I have noticed with my own it will occasionally make the game become unresponsive and not actually close down

unique kraken
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anyone here who can help me with a small (in my oppinion) simple code?
i am here in a material using layered materials (old version)
and i want to output the material as rgb or float 3 so i can adjust the overall colors

atomic onyx
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Mask it 3 times with r g and b

unique kraken
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huh

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how do u mean that

atomic onyx
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You want to get rgb of the test?

unique kraken
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test is a material function

atomic onyx
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Oh right

cursive dirge
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it still returns some type

unique kraken
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i want to grab the whole material and lets say make it brighter or what ever

atomic onyx
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Then you get the base color and multiply it with your values

unique kraken
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point is that i cant just grap the base color. i have to grap it as is

atomic onyx
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What goes in your base color?

unique kraken
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just a 1. its just white

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for the test

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color doesnt matter really.

atomic onyx
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Can't you multiply that 1 with your values before putting it inside base color?

unique kraken
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no, the point is to grab the whole material, everything it has as one "image" one "float 3"

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however you wanna call it

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so i can plug it into one, add or contrast or whatever

atomic onyx
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Oh okay

unique kraken
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i think with that should be rather easy, maybe? with hlsl coding. but i cant write such code

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since i can use the curstom node output to plug it into what i want.

hoary locust
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@unique kraken why can't you just break the material and do whatever you want to the basecolor?

unique kraken
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@hoary locust thats exacty what i dont want. i want the whole materials as it is, with shadows and specular everything. i want to grab that and adjust it. like some kind of imaginary image texture

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there is something in blender called "shader to rgb" it takes everything thats pluged into and changes it into rgb values

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not sure but what is a virtual texture in ue4?

hoary locust
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i still don't understand, you're either way too advanced for me or confused somehow 🙂

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i would use BreakMaterialAttributes then do whatever you want with BaseColor or anything else, then plug it back into a MakeMaterialAttributes

unique kraken
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thats not a solution.
just imagine the whole shader/material would output a constante updateing image.

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and this image is what i would need

floral aspen
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Hey peeps. Got a problem.. and it looks like according to google that alot of other people have the same problem.
In VR my character is about 20 cm/8 inches above the floor. If I move my collision down it affects my objects too. Any ideas to fix this issue?

hoary locust
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@unique kraken sounds like you need a render target?

floral aspen
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can you explain that a bit more?

unique kraken
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okey, whats a render target?

hoary locust
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a way to draw a material via BP/C++ onto a, well, render target, that you then can manipulate

floral aspen
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sounds advanced

unique kraken
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i am able to use bp rather okey. any idea/lead how i can approach that or maybe a tutorial?

hoary locust
unique kraken
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i see, seems to go in the right direction eventually

floral aspen
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that tutorial does not look like it has anything to do with player height

unique kraken
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bcs noone was talking to u yet in case u didnt realize, we had a discussion already

floral aspen
#

oh sorry that was not an answer to me 😉

hoary locust
#

@floral aspen (see, I tag your name, that means I'm speaking to you!) problems like that are usually due to bad IK setup, but if it's something VR specific I have no idea whatsoever

floral aspen
#

Yes I just dumped right into your chat sorry

plush yew
#

Can i ask all the people of unreal slackers to send me a personal message how you learnt c++ and what tutorials you were using, me myself uses udemy now, shal i use my tablet to notice everything , is there a app were u can learn beter with by writing it down ? main question, give me info of your road to a dev and please give me your best tutorials :D, if this is a succes i make a playlist out of all the good vids with my little team xD

#

thanks

#

Unreal has a guide for unity devs how UE4 works . Unity must hate them 😂 Very helpful though 👌

hoary locust
#

doesn't go through C++ though

vernal relic
#

please help me i cant apply any material

plush yew
#

@hoary locust if you want to make a level up system with a formula u need to code for like 90 minutes with blueprints

with c++ u can do a single line of code and it does the same, i only noticed this after 2.5 years of blueprionting, this was my biggest mistake i ever made, call it a blunder

upbeat trench
#

Lol one line after 2.5 yrs of C++ sounds bout right

hoary locust
#

yeah I haven't seen anyone choose C++ because it's fast to write before

plush yew
#

anyone here outsourcing the logic work to fiverr? how is your experience?

rotund scroll
#

lmao I wouldn't touch fiverr for anything you'd want done seriously or with forethought

plush yew
#

@rotund scroll hm. but that person could make the main work and i can just edit it and make it better

civic iris
#

trying to use TileView widget, any reference materials available?

rotund scroll
#

@plush yew wishful thinking

plush yew
#

@rotund scroll and its work will be a lot better than mine

rotund scroll
#

very doubtful

plush yew
#

very likely

civic iris
#

where do i download samples and tutorials for unreal?

rotund scroll
#

lol really not though, @plush yew, but if you feel like throwing money away for free then go ahead

plush yew
#

@rotund scroll they have more exp. than me. how wouldnt their code be better than mine

rotund scroll
#

if they had more experience they wouldn't be on fiverr

plush yew
#

LOO

#

nonononono

#

stop saying that

#

0.0

placid arrow
#

whats the easiest way to attach an arbitrary value (e.g. a pointer to an object, or similar) to an existing UObject without modifying its source or subclassing it?

#

i mean i can use tags to attach a simple string, but i wanted to attach a more complex arbitrary data type

#

to for example a static mesh actor

rotund scroll
#

not sure what you mean? you want to add variables to a class without subclassing it?

rancid lynx
#

Left click one time on a bp, in the folder. The info window will say

placid arrow
#

@rotund scroll exactly that

#

its not the most ortodox approach

#

the only thing that would need to access those new values would be the code that put them there

#

im pretty sure i can add a property using UStruct/UClass

#

as its how blueprints work internally

rotund scroll
placid arrow
#

it looks like what i need is UAssetUserData

#

i need to store arbitrary data against static mesh components themselves as an interim solution

rotund scroll
#

again... why?

#

what are you trying to achieve?

placid arrow
#

something i could do with simply subclassing it 😄 thats what

#

more a learning exercise

rotund scroll
#

sounds like a hacky solution at best

placid arrow
#

yeah

rotund scroll
#

which is not what you want to be a learning exercise

placid arrow
#

but this seems to be what UAssetUserData is for, you subclass it to contain anything you like, then attach it to any arbitrary component with AddAssetUserData()

#

so im guessing someone had a legitimate need for this exact hack, other than the fact datasmith uses it

#

as usual with everything C++ theres no real docs

#

apart from 'rtfs'

rotund scroll
#

I think there's a misunderstanding in what it is for

#

you're not supposed to write to it

#

only read from it

#

just like data tables

#

it's for data driven development

placid arrow
#

then why provide a runtime non-editor 'add' method?

rotund scroll
#

because you can add data, just not modify it

placid arrow
#

well, if its only accepting a pointer to some arbitrary subclass, i could modify the data in that subclass so long as i have that pointer and in theory it shouldnt care either way

#

changed, not changed, its just a value

#

could be wrong though

rotund scroll
#

again I'm sure you can, but that's not its intended use case

placid arrow
#

theres only 8 results for googling that method, all useless

rotund scroll
#

if you need something written to a class dynamically I'd advise you to build your architecture around that

gilded lichen
#

Hello, whats the best way to make a drag and drop function for a action bar? As I want for the player to hold shift and left click (Like world of warcraft) to move or remove different spells/abilities.

rotund scroll
#

@gilded lichen draggable widgets, look up at tutorial

gilded lichen
#

oh ok thanks

half panther
#

How can I implement roughness maps into texture bombing?

native cradle
#

Hi, can anyone help me look for animation packs for weapons except for the the Mocap+ packs?
Esp looking for single hand pistol animations for the character

wraith saddle
#

I keep clicking something that makes the viewport get this grid and I cant interact with it. What am i doing ? XD

fierce tulip
#

you are trying to move the viewport tab. Ithink you have to press enter, or spacebar or whatever

#

its been discussed before, but forgot what to press to undo it

calm crow
fierce tulip
#

learning tab

calm crow
#

🤔 ok, learning isn't only for beguinners that don't know how use computer with step by step to where are windows ?

fierce tulip
#

the learning tab in the launcher, not those tutorial reminders (which you can disable if you want)

calm crow
#

oh, ok, i'll disable them.

Thanks ! I found it !

fierce tulip
#

yay

smoky sonnet
#

if i disable my crystal at the bottom the other one activates why is this so?

#

wtf it worked if i made a copy of the image and select the duplicate one

idle garden
#

Hi, how are you? What you use to organise your stuff like a "tree graph" ?There is some way to do that more efficiently or from scratch in paper?

wanton lily
#

hi guys, qq: If I want to have a character that has a mount (e.g. Mario Kart characters) should I go for pawn blueprint or character blueprint?? I was thinking pawn blueprint but I don't know if it would allow me to play animations on the character (e.g. moving the arms, etc) ... what's the recommended approach here?

vagrant pike
#

You're supposed to stay in a vehicle the whole time? Would maybe check out the WheeledVehicle. Never used it myself before, but it has a vehicle movement component built in. And a skeletalmesh for allowing animations

#

@wanton lily

wanton lily
#

ahhh cool, yes, you're in the vehicle the whole time

lapis geyser
#

Hello

wanton lily
#

ty, I'll try that

lapis geyser
#

Is there a way to fire a custom event in the widget blueprint from an actor blueprint

#

Tried the get all widget of class but still not working

#

Any help is appreciated

vagrant pike
#

Is the actor you're trying to get the owner of the widget?

sweet relic
#

I think with UMG widgets that it is best to use event dispatchers and implement blueprint specific stuff stuff in the blueprints themselves

civic iris
#

Guys is it possible to create an instance of Blueprint widget from c++?

vagrant pike
#

Yes, if your c++ class is a UUserWidget, you can inherit from it and make a blueprint

lapis geyser
#

No it's not

sweet relic
#

its more of a guideline than a rule

#

You could always implement an interface rather than casting

vagrant pike
#

What I usually do is to send the information I need with events from the actor. When I create the widget I just make them listen to the event and they will get the data each time the event is broadcasted

wanton lily
#

@vagrant pike what if I want the mounts not to be wheeled but let's say beasts? would I still use the wheeled vehicle?

vagrant pike
#

hmm, then I would maybe go for a character instead. Or even just make a empty blueprint and implements everything it needs myself

plush yew
#

Hello ! I'd like to clarify something about performances/optimization. We often say to avoid having too many textures or textures with too big resolution. But it is only a question of On Screen Display, right !? I mean... What if I have a reasonable number of texture in each areas, with repetitives tiles and all, in resume : well optimized... But if I have, in the other hand, a large amount of differents textures spread on all the level ? In this case, it's just a matter of data space, not of drawcall or not so much, right ?

vagrant pike
#

I always make c++ versions of the things I want to make, and setup everything there. But you would need to know c++ ofc. But everything is doable in blueprint too @wanton lily

wanton lily
#

yes, I'm still very new to this and maybe would do it in BP for now

vagrant pike
#

Well I would then try to use a character

sly hare
#

@vagrant pike Doing things in code is actually less resource consuming.
However later on you can compile it in code anyway...
So.... O_O

#

IDK!

#

XD

vagrant pike
#

I know I do everything in c++. Like I only have blueprints to tweak settings

sly hare
#

Honestly I am still trying to get the hang of all the Blueprints myself.
I only am really good so far in certain aspects of the creation proccess.

atomic onyx
#

Array positions start from 0

#

So first position is number 0

#

0 is 0

#

And 2 is 2

#

In that case

#

Never tried it but will check and let you know

#

cant seem to work with dragging so you might just wanna search for someone who did this

plush yew
#

Hello ! Can we select all points of a spline with a shortcut :)?
Thanks in advance

plush yew
#

@plush yew
I'm new to unreal but maybe you could use a frame selection (like the B in Blender) and type in the axis of the vertices so you'd only select those 🤔

#

Just an idea 😬

#

I found that the option is available in Unreal 4.24 so we'll update the engine ah ah

#

But thanks

glad karma
#

It's a sense using free colour in material by instance when I compiling shaders around 4k?

#

Three colours*

restive mauve
#

What does mean exactly O.o LogBehaviorTree (Error) Execution path does NOT contain common parent node, restarting tree! AI:DefaultCharAIE_C_0

drowsy turtle
#

i've got an error while importing FBX character Multiple roots are found in the bone hierarchy. We only support single root bone

#

how can i fix it

abstract relic
#

Make sure all bones except the root bone are parented to another bone

normal burrow
#

yeah, in blender unless you name your armature "Armature" the armature is the root bone, so its not possible to have multiple roots

#

But if you have empty parent objects, these count towards bones

placid arrow
#

what is it that causes steam_api64.dll to be copied to my projects dir on build?

#

because its not happening, so i cant start it

#

i put all the public dependency modules in the build.cs that i need

#

and it worked before with other builds of ue4, the only difference being this ones from github source

normal burrow
#

delete intermediate folder brain

#

it'll trigger a shader recompile

#

but may reset stuff that is copied to bin

abstract relic
#

Look into Paragon assets

vernal apex
#

Anyone else experiencing hitches/lag when dragging new objects into a level or when duplocating objects? We recenrtly updated our project to 4.23 and this started happening. Any fix to it?

tribal canyon
#

Regarding Sequence & Take Recorder: these tools can be used to record gameplay to be played back to the player, right? (For example, a recap of how the player completed a certain task in-game, or for an overwatch "play of the game" type of replay)

#

The wording used by Take Recorder's documentation confuses me slightly in this context

#

And I'm not sure what channel is best to ask in

sweet relic
#

@tribal canyon They are for pre-recording sequences to play back in the sequencer. ie recording mocap data, or a physics simulation. I don't believe they are intended to be used to record in-game stuff.

manic pawn
#

sequencer can play back cutscenes at runtime but you can only create them in the editor

#

it's not for replays

plush yew
#

anyone here outsourcing the logic work to fiverr? how is your experience?

pallid talon
#

Question - is it possible to have Foliage ignore Importance Volume? I have building in a forest. The importance volume reaches a few foliage trees. Those trees receive the skylight light bounce, but the neighboring trees do not. Revealing a severe color change in the leaves.

frail sail
#

Guys that enable&disable smooth frame rate has any console code? i want to add in game option.

glad karma
#

Some idea what can I do to boost UE4 with processing and everything?

#

I mean my program using a lot of cpu and long time compiling shaders

mossy spear
#

#issues so randomly my directional light give good shadows when mobility is movable, but soon as i turn mobility to stationary the sweet shadows do no build in the lightmap

grim ore
#

@glad karma get a faster machine. increase the priority on the compilers. Uninstall Incredibuild if you installed it.

#

@mossy spear movable lights will not be the same quality as lightmap baked lights. I assume you mean the shadows after you bake are now lower quality? If so there are a few options to change in the light itself and on the mesh to give higher quality lightmaps.

mossy spear
#

@grim ore the shadows appear to almost not exist

grim ore
#

@mossy spear if you move the object does the shadow come back? If so then yep you need to work with the setting to get what you want or keep it on movable

mossy spear
#

@grim ore trying some other funky trick, and hopefully it works

primal furnace
#

Do you guys know if there's any way to add curve files in the curve editor, since it looks to be made for that purpose? Here, to be precise:

#

Trying to drag them doesn't work and I just can't find the option anywhere.

#

*Trying to drag and drop them

kind temple
#

Sup sup everyone . SO I would like to permanintly reset the move/Rotate/scale gizzmo and lock it to a positon on a mesh . Is this possible?

primal furnace
#

@kind temple You can only do it permanently from your 3d modeling software. In the UE4 editor, you can ALT+Middle Mouse Click, mouse your pivot, then right click >Pivot > Set as Pivot offset

#

But it won't be permanent

kind temple
#

ahhh okay cool. Ya I was hoping I could edit it in unreal and not go back to the 3d program. Thanks for the help

primal furnace
#

I know, it's annoying!

kind temple
#

One would think it should be a thing

digital anchor
#

Theres a group of actors that i want to place in a bunch of levels, and i dont want to go through each of them when making a change to one of those actors, however i cant have a blueprint for that cuz child actors cant be instance edited, any other solution for that?

timber birch
#

Is there really an issue with 4.24 and shader compiling ? it increased so much

sly coyote
#

@kind temple check out "pivot tool" on the market place...it allows you to place the pivot point anywhere you like and bake it into the asset without the hassle of going outside the engine to do it

#

Infact pivot tool is exactly what you are asking for

kindred viper
#

@digital anchor Property Matrix. Its for editing multiple values across multiple objects

lost reef
#

Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')

#

Anybody have any thoughts?

swift spindle
#

could be windows killing your card due to it being hammered for to long

lost reef
#

nah pc has been off for about a week

swift spindle
#

need to increse tdrdelay and whatnot

lost reef
#

rtx 2070

swift spindle
#

your scene heavy ?

lost reef
#

nope

swift spindle
#

hmmm

rotund scroll
#

hey guys, anyone with behavior tree experience?

lost reef
#

happening with no scene loaded as well

swift spindle
#

^-*

lost reef
#

was on studio drivers, just switched back

sly coyote
#

My RTX 2080 TI was doing that... Turned out the card was dying and I ended up having to RMA haven't had that problem since

lost reef
#

nooooooooooooooooooo @sly coyote

swift spindle
#

clean out ya fans.. .might just be overheating

lost reef
#

ill give it a try, doesnt seem to have issue with anything else though

sly coyote
#

Yep after I started getting the d3d error on a week later my screen would just randomly turn black and I would only be able to get a display by restarting the computer with the power button

lost reef
#

@sly coyote its been happening for about a month but only since 4.24.2 came out, but no black screens or anything like that

sly coyote
#

It just drove me crazy because furmark and every other testing tool show nothing wrong with the card at all

#

Yeah the tdrdelay thing I tried that when I first started getting the error changing it to 10

#

And I still got the problem

swift spindle
#

you need to reboot after changing it.. don't forget that

grim ore
#

a few people have mentioned .24 started crashing the driver for them. No one seems to have any real fix. I can say i have a 2070 super and have had no issues on driver crashing with 436.30

sly coyote
#

LOL I'm pretty sure I reboot it about 100 times

swift spindle
#

4.24 has been the most unstable unreal 4 in years =/

#

dx12 mode basically kills it no matter what you try and use

sly coyote
#

And I would agree with you Matt it might be a common issue... However that wouldn't explain why when i rmaed the new card runs flawlessly with no driver crashes

swift spindle
#

everything from raytracing stuff to vertex color viewing mode... to displacments not working...

lost reef
#

@grim ore i did notice it only started right after updating

grim ore
#

not saying your old card was not bad, just saying that as of .24 quite a few people have mentioned the nvidia driver flat out crashing when using the engine (device lost) compared to previous versions

#

so theres something somewhere but no one who fixed it seems to tell us lol

sly coyote
#

😋 my fix was the rma... The mian crashes for me were happening when I would try to move anything in my level with Ray tracing turned on and then rebuild the lighting

#

It was 100% reproducible

grim ore
#

I do think its driver related tho as I have the latest drivers on a 1050ti at work no issues but the RTX at home seems to not like the latest

sly coyote
#

Move a couple objects build the lighting crash

#

In third person template move a couple of boxes build the lighting... Driver crash

#

Hopefully my information might help somebody that's tried everything else be prepared that it may be your card

kindred viper
#

@swift spindle increasing the delay won't fix the issue. It's a bandaid at best. This is probably either a. overheating, b. bad drivers or c. both.

sly coyote
#

I bought 32 gigs of new ram, I uninstalled and reinstalled drivers with driver cleaner, I did the tdrdelay thing.

And about a million other attempted fixes

#

Bought new cables... Bought a new power supply 1000w

#

Basically everything I can do to try and prove myself that it's not the card

grim ore
#

install the version I listed above, I know for sure it works for me in .24 with a rtx 2070 super

#

cant hurt, at the worst it crashes lol

fierce forge
#

why when i was upgraded the ue4 4.24.2 to 4.24.3 , on my project i'm trying to play it on multiplayer , but now the camera are shaking , why ????

swift spindle
#

@kindred viper I did mention overheating.. other ppl said bad drivers... 🙂

kindred viper
#

yeah I tried that timing trick once when UE4 was having a bad day. Turned out to be Nvidia drivers being bad. So I rolled back and problem went away. Might be worth checking out studio drivers too for UE. They seem to be decent now

swift spindle
#

I personally have a duel boot system... studio drivers... everything minimal and for dev only... the other... latest and greatest for games / non dev work

rotund scroll
#

@kindred viper what's the difference between regular and studio drivers at this point?

scarlet birch
#

Any suggestions on what to look for to fix pixelized shadows and large horizontal banding after moving a project from 4.23 to 4.24

#

Building lighting now to see if that helps, removed post too

kindred viper
#

@rotund scroll optmisations mostly. Games run optimised assets, in editor you generally have raw assets. I guess the driver handles performance based on that state.

rotund scroll
#

so do you miss out on game performance?

#

or does it just add functionality on top of the standard functionality?

kindred viper
#

I would presume its one or the other, or they may as well just pack it all in one and expect the app devs to activate it

rotund scroll
#

I was gonna say

rancid lynx
#

0the only nvidia card ive personally had crash was a handmedown. Someone else used it for a few years, it worked great for me for a few more years, after like half a decade nvidia didnt complain, they replaced it for free with a very similar card.
But that was before esports ever happened. They would probably not be so kind today.
Nvidia cards are tough.

#

Thats the last piece i expect to break. Coming from a guy who runs machines with 12$ used powersupplies and 20$ motherboards. Haha.

#

But it did happen once

crimson lake
#

Oi bois

#

can someone dummy101 explain to me what a dot product of two vectors is?

#

or what it means per se?

rotund scroll
#

the product of vector lengths in basic terms

#

but it has interesting properties when the length is 1

crimson lake
#

So I was checking the actual math behind what a dot is , and it was something along the lines of |x|.|y|.cos

polar hawk
#

you don't need absolute values if you use normalized vectors I think

crimson lake
#

But like

#

what does it mean

#

so when I get a dot value that has the usual range from -1 to 1

#

what does it really mean

#

is it the deviation between both vectors?

polar hawk
#

yup, basically

#

1 = identical vectors

#

-1 = absolute opposite vectors

#

0 = perpendicular

#

I think

crimson lake
#

Man unreal is too damn sexy, why don't they teach us math like this in school

polar hawk
#

they do

polar hawk
#

I think dot products are covered in trig

crimson lake
#

I figured what dot is by just visualising two objects

#

the god mathew himself

grim ore
polar hawk
#

can't remember if I learned dot products in trig or pre-calc

#

the og source

grim ore
#

but reading is hard

crimson lake
#

fuck meee why it always gotta go from simple game mechanic to a week's worth of damn maths

grim ore
#

holy crap you can rent textbooks

crimson lake
#

holy crap you can rent textbooks
@grim ore then rip them and keep them forever because we're horrible humans

polar hawk
#

spend the week learning the maths

#

next time you do a mechanic

#

you'll have to spend less than half a week

#

rinse and repeat

crimson lake
#

very true

#

I'm just very fascinated by how you can visualise math in unreal

#

how a washed out uni stud figured out some math by using some print strings

grim ore
#

oh oh oh

#

download the content example project and go to the math hall

crimson lake
#

man where the hell is the main map for that

#

I downloaded it and ofc can't be bothered to go and watch the slow ass vids

#

and I can't find the first map with the basic examples 😆

grim ore
#

there is none

#

there is a maps folder and each subject is it's own map

crimson lake
#

its the fundamentalsclasses thing rite?

grim ore
#

uh its the content examples

#

the math hall map has an interactive dot product widget

crimson lake
#

what the shit

kindred viper
#

Just want to point out, in my maths classes, they taught us nothing about dot product or any calculus. Just basic hypoteneuse trig stuff. In my country you don't do any of the good stuff until you leave school and only if you passed.

crimson lake
#

where is that

#

I think we learned dot let's be honest but I never knew what it meant outside of damn numbers yknow?

grim ore
#

go to the launcher, go to the learn tab, go to content examples, download, run, go to maps, go to math hall, profit

crimson lake
#

like ok get the dot value -> does dumb maths

#

ohmy

#

why is it so simple yet so hidden in plain sight

grim ore
#

I dunno.. It's the first sample you see when you go to the Learn tab

crimson lake
#

I'm just another millennial who would've never looked there if no one would've told me sobs in 2020

kindred viper
#

the way I learned it was kind of simple. Imagine a camera looking at an object. If you want to know the angle between an object and the direction the camera is facing, use dot product. This will give you a normalised number between -1 and 1 where, as Allar said, if its point exactly at the object, it will be 1. If its exactly the opposite direction, it will be -1. 0 if its 90deg to the side. You can then use this normalised value with ATan2 (iirc) to get degrees in radians for UE purposes etc. But it's been a while. I might have missed something

grim ore
#

my material dot product video actually shows that (looking at a cube you get the 1 value and looking away it starts to change colors) lol

crimson lake
#

Let me be honest

#

you got like 3 videos with Dot in them and this is because the dot function is used in many places

grim ore
#

yeppity yep

crimson lake
#

so I got to the material one and was like

#

ah shit this isn't it

grim ore
#

dont forget cross product

crimson lake
#

and yoinked

grim ore
#

yeah the material one is the same math its just how the material uses it

crimson lake
#

I'd say your content scares off newbies big time

grim ore
#

oh I know it does

crimson lake
#

especially with 0 programming or math knowledge

grim ore
#

but its not for newbies, it's a "wtf does this do" and an answer. Still requires the desire to learn it and use it

crimson lake
#

but I'm gaining so many iq points going through these

#

yesss actual damn gold

grim ore
#

my intro to ue4 series is for newbies, it uses small words like add and subtract 😛

crimson lake
#

LMAO

kindred viper
#

eh? really? Not being a contrarian here but I find it explains things extremely simply and well. I think newbies are more scared of having to do some thinking myself. Instead of "press button make game lololol"

crimson lake
#

It's more of the grammar used

kindred viper
#

grammar is like latin. It's dead

grim ore
#

it might explain it simple and well but if you have no idea what you are doing its still intimidating

crimson lake
#

yess exactly

grim ore
#

like casting is simple, super duper simple but...... daily......

kindred viper
#

jumping in at dot products when you have no idea probably means the video wasn't for them tho

crimson lake
#

Like I'd go read some stuff and experiment with them first

#

then when I somewhat understand

#

I'd go to a video and go like

#

oohhhh shit that makes sense

kindred viper
#

heh casting. the king of visualisation problems.

grim ore
#

I did plan on doing videos on the math stuff I was missing, like Dot Product, and using the content examples as the backdrop but.... the examples are already there lol

crimson lake
#

ah unreal crashed, not v cash money of it

kindred viper
#

I remember when I never knew what casting was, and I read about 5 different analogies regarding what they were, from fishing to a town cryer. In the end, just getting stuck in and being hands on made me understand

grim ore
#

38 examples in the math hall, that;'s a good bit of content

crimson lake
#

screw mee

#

js wanna make a super complex game with super complex mechanics without learning math why the world gotta be like that

kindred viper
#

kidnap a savant

grim ore
#

the best parts in the content examples is the animation, the math stuff, and the materials stuff. There are other good things like the input and chaos but man that animation stuff is gold when learning

kindred viper
#

yeah chaos is a fun learning tool

crimson lake
#

I'm still trynna make an inventory and lock on system, I'll defo go there for the combat animations then :0

kindred viper
#

I have a 3d radar with lock on system for projectiles, which ironically enough, was where I did most of my dot product work

crimson lake
#

honestly learning what dot is just solved my backstab mechanic

grim ore
#

lockon was easy. line trace -> can lock on? -> save actor as variable -> event tick -> can I lock on? -> I can lock on so find look at rotation to target and set new rotation lol

kindred viper
#

I did it by re-using my radar data to feed the projectile vectors

crimson lake
#

Thing is I'm working with an isometric ish view like diablo

bitter iris
crimson lake
#

so my line traces focus on the character's forward vector rather than the camera's

#

And just because of that I'm getting lost in lots of math

kindred viper
#

@bitter iris I get them errors constantly but they don't do anything that I can tell

bitter iris
#

oh so im good to continue?

crimson lake
#

I'd just go to visual studio modify, go to individual files tab(or something like that) and redownload .net base sdk

bitter iris
#

ah cool okay

#

had to reinstall 4.23.1 like 4 times now so annoying

crimson lake
#

it's 12mb worth of download from visual studio

bitter iris
#

will download it in a moment

#

thanks 🙂

crimson lake
#

dwd

narrow plaza
#

Is it possible to setup a game that allows players to import their own FBX objects - has this been done, or is it a bad idea?

#

For example - decorating their house with their own objects

kindred viper
#

yeah you can do it as long as you don't include editor code with it. There is an AssetManager and AssetRegistry and methods to load assets and register them in realtime.

crimson lake
#

@grim ore @kindred viper Thanks a ton guys

#

Any combat system stuff to look at ?

#

going for something like isometric dark souls vibes

austere scroll
#

GUYS

fierce tulip
#

its wherever you saved your project

austere scroll
#

...

fierce tulip
#

but if you dont know that, its probably somewhere in your documents

austere scroll
#

THANK YOU SO MUCH

merry niche
next badger
#

@merry niche it's not how landscape materials work

merry niche
#

?

next badger
merry niche
#

ty

plush yew
#

How can I debug a crash, is there a log somewhere?

zenith flower
#

infinite loop can be triggered by taking to long right? (rather than because of millions of loops)

worn granite
#

it's not strictly loops

#

the count you see is more like instructions, but that counter resets with certain conditions

zenith flower
#

The counter can reset itself?! O.O

#

Doesn't matter, this is just the c++ verification code to run against the shader to verify the calculations are correct

merry niche
#

Anyone know how I could prevent the main light source (the sun) from being able to put light in areas were it shouldn't be?

#

Because I have a cycle of light and underground you can see it when its night or dark

#

how could I prevent that light from being seen underground?

fierce tulip
#

block it off with meshes, disable light when indoors

#

either/or

merry niche
#

meshes?

#

like use a cube and make it invisible?

#

and then change these settings?

plush yew
#

@plush yew assuming you ran a debug or development packaging, there should be a log in your project folder, in a subfolder called saved or/and log

#

I am trying to find out why my games crashing on server travel

deep stump
#

Does steam works require a SSN and Tax information on a game that's free?

plush yew
#

yea

#

when you are adding your game, they ask before you can even start on it

#

its for reasons of marketplace sales, etc

deep stump
#

Can I fill out out before I release the game?

#

Trying to use steam to test things on

plush yew
#

Possibly if they changed it in the past 4 years

#

Use app id 480

#

its the testing app for steam

deep stump
#

Well I know that, I was just wanting to have other people be able to connect to it

plush yew
#

wym

deep stump
#

Like, I want something for friends can connect to and easily "update" the game instead of having me upload it to mediafire, then they having to download the entire packaged game again

#

I figured I might be able to add "beta testers" or something into steam

crimson lake
#

You mean source control?

#

Github

plush yew
#

I am trying to find out why my games crashing on server travel, anyone have any ideas?

grim ore
#

got to read the logs or the crash stack. if not start testing stuff at random

rancid lynx
#

i have 5 cactus, each has 3 box collisions, when i do this multisphere trace, each box gives a hit. thats fine. when I run a for each loop to destroy foliage instances, only 3or4 trees are removed, if i press the button again, it finishes the job. i suspect the extra hitboxes are making the array fail somehow. anyone know whats wrong with this bp node ?

#

5 foliage, 3 box collisions each, so i get 15 hits. thats ok, but the for loop doesnt remove all 5 cactus. it never removes the wrong instances, always the correct ones, but it neever deletes ALL, just "most"

next badger
#

@rancid lynx are you tracing against some ISM HISM?

rancid lynx
#

im guessing something with add unique.

#

well. both cast to nodes worked. so im not sure

#

im using the foliage paint tool, and i saw "foliage ism"

#

i think the paint foliage tool may use ism.

#

if i spam the line trace remove instance 2 or 3 times, it eventually mows down and removes all plants.

#

555diameter multisphere traces are probably cheap to spam 2 or 3 times. id just like to understand what the problem is. anyays sorry. spam X_x

next badger
rancid lynx
#

ok thanks. ill look at this stuff. i do indeed see the sphere trace hits, 3 appear on each cactus, 1 per each of the 3 box collisions on the cactus

#

idk what this is. ill check it out ty

formal pebble
#

Hey guys! I know there's a way to select actors and turn them into one static mesh in the editor, but how I make this using hypothetically meshes in BP?

next badger
#

editor uses own code to do that, it's not shipped with games
but if you want to do that on runtime you can do similar stuff with procedural mesh component

rancid lynx
#

in the viewport, the game window, editor window, select the mesh from the level, right click, merge actors options.

#

or consider painting those same actors with a foliage paint tool, thatll reduce draw calls to 1 instance also, maayybe i think, i might have read somewhere. im not sure.

formal pebble
#

imagine I have an array with static meshes

#

so I want to merge this meshes into one

rancid lynx
#

this might be what your asking.

#

a few examples

#

basically, select the guys in the level, right click 1 of em. merge

#
  • options
formal pebble
#

it's not in editor mode. I need this in game

next badger
#

i've already told...not possible w/o some coding
runtime mesh component (custom plugin) is a better alternative to procedural mesh component

formal pebble
#

oohh, ok thanx

#

I'll learn about this procedural

next badger
#

you are not allowed to ship games with Editor code, that's why you can't do that out of the box

formal pebble
#

what do u mean?

honest rune
#

Is it possible to use a few different custom types of ALevelScriptActor for levels? I know you can re-parent the level blueprint like any other blueprint class but I read in a fairly old post that certain actions in the editor may cause the parent type for a level to be set to the LevelScriptActor base type set in the engine settings.

kindred viper
#

I think it should be possible if you derive/extend it as its design as a base class

#

seems to be something used when generating the LevelScriptBlueprint so I presume it derives from that as default

next badger
#

@formal pebble EULA prohibits any use of Editor code in shipped games

#

is editor code

short echo
#

Unreal dev makes my computer extremely not happy.

Computing shaders and lighting on:

  • NVidia 970
  • Intel 6600k
  • 16 gigs of ram

xD

kindred viper
#

I ran with a 970 for a while and 16gb on a dual core. It was not nice. What was worse was I had a mechanical drive back then.

#

but I did manage to finish a dev cycle on a VR game, which only added to my hatred of VR sickness but hey ho

short echo
#

what should I upgrade first?

#

Guessing gpu

honest rune
#

ram

#

imo

#

32 gb is kinda the ideal minimum

#

6600k is plenty powerful

#

970 gtx is fine, just a bit dated

kindred viper
#

I wouldn't go with 970 anymore when rtx 2060 is cheap enough and kicks it's ass

honest rune
#

I run a 960 still on my dev machine and handles the engine perfect just no rtx. His bottleneck is definitely the ram

short echo
#

do i have to care about slamming mismatched ram into my machine? or can i just buy w/e

honest rune
#

Yes lol

#

Buy binned ram

kindred viper
#

sure its fine for editor purposes. Even so, its way old now and its not even a target card anymore. min specs are exceeding it

short echo
#

binned?

honest rune
#

Same package

short echo
#

I'm not even on DDR4 I don't think haha

honest rune
#

No not with a 6600k

#

DDR3

short echo
honest rune
#

I don't think the 6600k supports ddr4 though. Almost positive

short echo
#

Hmm, I'll keep that in mind

#

Memory Types: DDR4-1866/2133, DDR3L-1333/1600 @ 1.35V

honest rune
#

Ah nice. Well then I'd suggest 32gb of ddr3 2133. Nice and cheap now too

short echo
#

❤️ Thanks, you were a ton of help!!

lyric tusk
#

Has anyone gone through the the boy and his kite demo project files?

next badger
#

some people definitely

short echo
#

Can I program materials with C++ or python or a normal language?

#

I REALLY gave blueprints a try but I am just not a fan xD

next badger
#

you can use c++ and hlsl

lyric tusk
#

I m wondering if in the demo they have added the landscape map or it's just the assets

next badger
#

map, with some logic

winter zenith
#

anyone know why my characters arms are breaking

plush yew
#

i want it when i hold right mouse button it gose into Flip Flop A

#

When i let go of it

#

it go to B

#

How i can do that 😄

next badger
#

@winter zenith character was bound with bones rotated

winter zenith
#

How would I fix?

next badger
#

rebind with 0 relative rotation

winter zenith
#

Can you explain, kinda confused

next badger
#

all animations are encoded with relative rotations, when you bind skeleton to mesh it will store the mesh position along with default bones orientation, and when animation is applied it will just rotate those joints relatively to their bind position

scarlet birch
#

It's a bad bind. You need to reskin it and weight it.

next badger
#

in your case it may be a twist joints

plush yew
#

Alex if you have time check my problem out 😄

winter zenith
#

Thank you!

next badger
#

@plush yew i can't see your bp, it's small

winter zenith
#

It's not rotated at all in my blender/miya software

scarlet birch
#

get rid of the flip flop, and put b on released

winter zenith
#

It's not rotated at all in my blender/miya software

#

Where would I fix the rotation?

next badger
#

@winter zenith joints? not rotated?

winter zenith
#

They aren't rotated in the software

#

Could they be rotated in unreal?

next badger
#

show the image in maya

#

with same animation applied

next badger
#

apply the same animation

winter zenith
#

it's an unreal animation

#

so I can't bring it in maya

next badger
#

all animation can be exported as fbx

novel vine
#

Ok so just asking since I want to use this is the future is there a way to use perlin noise to generate terrain without plugins?

#

I know there’s material noise and I’d want that but I’d like to be able to read that and convert it to a vector

next badger
#

4.24 has new tools for landscapes...

novel vine
#

Does this allow for perlin noise?

next badger
#

there was some noise, i can't recall which

novel vine
#

Would this allow me to generate terrain every time the game starts?

next badger
#

...probably no

novel vine
#

Oh

#

I’m mainly looking cause I want terrain to be generated each time the game starts

honest rune
#

if you're looking for something voxel-based theres a plugin I found for that the other day.

#

Or are you wanting landscape-based?

abstract relic
honest rune
#

^

#

shameless plug. pun intended

novel vine
#

Sorry I was afk

#

I’m back now though

next badger
#

phy for sure is popular...

novel vine
#

Dang I just figured since unity has it unreal would have it supported by default

honest rune
#

not out of the box no. that's a specialized procedural feature

#

it is heightmap based but not noise-generated

next badger
#

Unity has procedural landscapes?

novel vine
#

I mean a thought so

#

Maybe not though

honest rune
#

probably not in unity either without plugins

novel vine
#

Would I be able to convert the Voxel thing to smooth terrain?

honest rune
#

yeah check it out

novel vine
#

Ok thank you

honest rune
#

its not just block rendering. its pretty good

novel vine
#

Does it like have caves?

honest rune
#

oh yeah

next badger
#

landscape cant have caves

honest rune
#

its fully voxelated

abstract relic
#

The voxels can

#

And it’s wonderful

novel vine
#

I may use the voxels then

honest rune
#

I concurr

novel vine
#

I may just shrink them quite a bit

honest rune
#

be bold. enlarge them! lol

novel vine
#

Oh wait that’s the exact thing I was looking for nvm

#

Thank you

honest rune
#

😉

novel vine
#

For some reason I was thinking blocky

honest rune
#

People usually do. I blame minecraft

novel vine
#

Yeah xd

honest rune
#

heh sorry caps

#

I'm still debating on whether to use multiple parent ALevelScriptActor types. Code-wise, the engine doesn't care what type of LevelScriptActor you throw at it, but the editor does. I think the editor only uses whatever type is set in the engine settings class at any given time. I can imagine some fighting between the editor and the engine happening.

#

screw it. dummy project time to test

#

well ain't that a pleasant surprise. The editor handles it just fine 🙂 saweet

#

handles the parent type exactly as it should for each map

novel vine
#

So the voxel plug in can randomly generate a world on game start in the free version?

honest rune
#

I think the generators provided by him are only in the free version but you could add your own generators

#

pro version has all the bells and whistles

#

bit of a price tag though but could be worth it depending on what you'r edoing

novel vine
#

I’m just making a simple game about a map flooding lol

#

So I’m probably just gonna stay with the free one

honest rune
#

pro will probably be overkill then unless you are really passionate about flooding lol

novel vine
#

Yeah XD

normal burrow
#

A flooding map?

honest rune
#

alright, I'm off to break some levels . good luck!

novel vine
#

Thank you

#

You too

winter zenith
#

my characters arms are doing this in unreal

normal burrow
#

Oh no

#

Is it using retargeting?

kindred viper
#

looks like its using rotated bones to me.

winter zenith
#

wdym?

#

It's not using rotated bones

normal burrow
#

Where did the animation come from snack

winter zenith
#

it's from this

normal burrow
#

I don’t think there is much that can be done for this fella

#

Would guess the animations were badly retargeting

#

Retargeted

#

You could retarget them yourself but the Skelton has issues. Not sure what that line to the spine is

normal burrow
#

There are more bones in fingers yeah

tame bluff
ivory sail
#

Has anyone had a level just go missing out of a project randomly?

normal burrow
#

No, try searching all the folders

#

There is a auto save folder in the saved folder

#

Which would probably contain files named the same as your missing level

#

I’m not sure on how to use the auto save but it should help you find it in content browser so long as it was saved

ivory sail
#

okay ill try that. also when i open up the blueprint window my ram usage goes from like 1GB to 10

#

not sure what thats about

#

maybe a memory leak?

placid arrow
#

in my game im using a character movement component for my character, and i support both keyboard and gamepad, with the inputs mapped to the same input axis name. A and D have the same min/max values as gamepad left and right, -1 and 1 respectively. however, when pressing A or D, the turn rate is like 10x that of the gamepad. if they both have the same min/max axis range, and use the same code, why would this be the case?

#

are keyboard inputs generated more frequently, causing more events?

gilded plinth
#

Could anyone let me know. Do you HAVE to package to use NDisplay?

#

i have a project with a plugin that I can't get to package, but i want to use nDisplay.

rancid lynx
#

Put a math modifier in the keyboard line before the line gets to the move node.

#

Multiply by .1

#

Thatll work till ta figure it out

civic iris
#

guys, how to create an instance of a userwidget BluePrint from c++?

civic iris
#

guys, how to create an instance of a userwidget BluePrint from c++?
@civic iris i got it, CreateWidget<>(this);

fierce forge
#

why when i'm moving in my game the camera are shaking after upgrading from 4.24.2 to 4.24.3 ?

civic iris
#

@light lintel sorry buddy i am very new to unreal

atomic onyx
#

@fierce forge I have the same issues in addition to a ton of crashes

#

But my windows are resizing

#

If that's what you mean

fierce forge
#

i don't have crashes but i worked 2 months on a game and now the camera is shaking

#

and i don't know what i can do

placid arrow
#

does it or anything attached to it overlap the character's capsule?

#

youll get odd stuff like this, maybe accompanied by "can't move, penetrating position is..." etc in your log, if thats the case

cosmic atlas
#

I make buttons for touch control but buttons act like virtual joystick, I mean when press button + drag then process execute but when I only press the button,it's not work after second in UE4.
Why buttons works like virtual joystick?

I found the problem, simply unchecked ' use mouse for touch'

https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1506933-unreal-4-mouse-rotation-stops-working-if-i-show-cursor-and-make-a-click-why-ue4-20-bug

vagrant pike
#

quick question, how do I temporary change the pivot on a mesh in the viewport

#

nvm I figured it out ALT + Middle mouse button

placid arrow
#

hmmm

#

i changed my game mode to being derived from GameModeBase to GameMode... and now my match doesnt start. all my player characters that implement character movement just sit floating in the sky

#

they receive input, but dont move

#

i think its related to how its set up in that im not doing input thru the controller as i should be?

#

i copied originally from the vehicle example, which accepts input directly inside the pawn

#

(i think this is bad and wrong!)

#

i'll revert back to gamemodebase for now, and look into that later

hoary locust
#

GameMode doesn't handle input

#

but it sets the stuff that do

#

why do you think accepting input inside a pawn is wrong?

placid arrow
#

am i correct when i say accepting input and handling input in the character is wrong?

#

i meant character btw

#

just to be absolutely specific

#

the reason i expect its wrong is that a controller accepts input... either from AI blackboards etc, or from input devices and players, or network, yes? and that input is translated into velocities and commands on the pawn/character, which "does stuff" in world

hoary locust
#

no it's the most standard way, but there may be scenarios where you want to do it in the player controller (which is actually further down the stack in the engine side of things) or a mix

placid arrow
#

doing that in the pawn/character just seems wrong, like they gave us controllers for this reason

#

although, even knowing that ive not had time to change it in my game

#

because until i tried this it all just worked, and dont waste time fixing what works, right? 🙂

hoary locust
#

well if you're doing it for learning purposes that wouldn't be a waste of time

#

the only reason your gamemode messed up controls must be because it didn't set the player or controller correctly

placid arrow
#

well my character still appeared

#

and still accepted input, but didnt move, and didnt fall to the ground (my spawn points are slightly above ground level)

#

it looked like the settings were correct

#

in terms of the pawn class, controller class, etc in gamemode

hoary locust
#

so the old gamemode maybe unpaused the game or the new gamemode pauses it?

#

via timedilation

placid arrow
#

hmm, possibly. i have the game mode set as not pausable though, as its a network match

brisk osprey
#

So after updating to 4.23 it crashes when I create a Blueprint Actor

#

Sorry 4.24.3

#

Any1 having the same issue ?

plush yew
#

do you think c# is easier to learn and to do then bp?

abstract relic
#

No. They all have their challenges

blissful trail
#

is it hard to create volumetric weather systems ?

plush yew
#

@abstract relic but there less tutorial for bp then for c# :/

#

thats a big burner

abstract relic
#

Read pinned message. I made a care package for beginners

plush yew
#

@abstract relic still ue4 has a lot less education material than unity

#

how am i, a noob, supposed to learn this without enough various education material?

abstract relic
#

There’s also udemy

plush yew
#

still not as much as unity

#

fi i wanna look up something, im more likely to find it on unity tuts

abstract relic
#

Ok?

plush yew
#

sry

thin tendon
#

There is only soo much documentation teaches you. Its up to you as a developer. To develop the ability to piece stuff together. For every single thing I have made there has been a bunch of ways to do it. And its up to you to figure out what works best. Documentation is only meant to give you the basics

plush yew
#

@thin tendon but if there are more code to see on the internet, im more likely to use that and edit it and make my game.

thin tendon
#

And by editing other people's code you won't learn as quickly or efficiently

plush yew
#

like if i see a xyz tutorial for unreal engine, i can start using that code for my game,

#

i am not even learning fast when not copy pasting.

abstract relic
#

That’s not the definition of learning, that’s just taking resources

plush yew
#

ok. then thats what i mean

abstract relic
#

Look in marketplace then. There are plenty of assets to use

plush yew
#

nothing i'd need

#

i dont need 3d objects. if you mean that with assets

#

just that in unity, you have 100x more stuff to see online. so you immediately know what to use. you don't have to do the work yourself

abstract relic
thin tendon
#

pre made Assets will only get you so far

stone pilot
#

did the free stuff for the month already got announced?

cursive dirge
#

?

#

it's not even March yet 😄