#ue4-general
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I don't use VS creator either since it's creating classes in some weird location like Intermediate, I never bother to investigate it even
but maybe someone uses that? ๐
Okay so I have a save game slot thing, and there are times where I only want to save certain variables. But If I dont save all of them, they seem to reset
I just navigate to the folder in explorer quickly, adding files there, regenerate, that's it ๐
for me it's faster than using class creation wizards ๐
but never creating classes though editor since editor restart is required (don't trust Hot Reload either)
๐
Yes, hot reload is a hot mess
Thank you @next badger and @brave gate for your help
I now know better
than to trust the engine that I'm supposed to trust
Thanks especially to @next badger for your patience
@late lake nah, i was that not much help... #cpp and specific channels may give you better answers...not always in a quick manner
hi, how can I activate / deactivate a child actor in my character? ty
@forest totem do not use child actors in a first place ๐
but...you can set tick enabled
child actors are slow
@next badger yeah i usually dwell there, but this one seemed more like engine-in-general question
anyone experiment with raytracing yet?
reflections seem to be very noisy, even with higher sample counts in lights. the path tracing viewer shows the noise but can't find any settings for the path tracing
MathewW you once said to use Input Events rather than normal inputs
i looked into it and i didnt understand it that much
if you have time later explain if you can and thanks โค๏ธ
its the input system. You say "these keys are bound to this event" and then you just use the event in your code instead of the keys directly.
am reading about it atm
yes like the "E" Key input in the graph
So I was messing around with 4.25, it crashed, and now the drive I kept all my ue4 projects on is dead ๐
You're the second person coming in here today talking about data loss
brb triplicating all my storage
Bog standard SSD
At least I think it is, I need to take my panel off and check, I've got a bunch of HDDs and SSDs
Same
far more likely to recover an ssd
I can recommend setting up Duplicati (free software) with a VPS / file storage server somewhere
i'm renting like 10tb for a couple a euro's a month and duplicati does incremental backups over the internet
@polar hawk how so? in case of an HDD you have some audio feedback and its much easier to replace the controlboard
haven't tried recovering stuff from SSD's yet so no idea how that goes
I'd say that makes it easier to prevent failure
the data stored on an ssd doesn't usually ever get erased
can i hide this ?
neither ona disk ๐
I find HDD easier to recover unless its mechanical failure, then its send it to the people time. SSD tends to fully delete but there is always an imprint on HDD
is way easier for an hdd to get mechanical damage
true that
usually an ssd will fail where you can read but can't write
but aye both have catastrophic failure modes of their own
but if any a disk's platters are easier to read from, SSD's tend to lose charge after a (long) while
i've managed to recover data on deleted flash drives but SSD always seems to completely get rid of data
i think thats because SSD's have very custom control boards / firmware
I suppose longevity is the deciding factor
if I wanted something to potentially last for years I'd use a hdd
im upto year 5 on my OS ssd. It's getting scary now
tape storage on amazon is amazingly cheap and amazingly slow
oof, time for backups yeah
is that SLC ssd?
but they charge you a fuckton for reading
they still provide tape storage? lol
I'm pretty sure Glacier is still somewhat tape storage based
2 hdd's for backup, plus cloud service.
TBF i haven't had better backup systemd than good old zipdrives
zip drives failed more than zip disks
I have a 128mb iomega zip drive in the "whats on this old drive?" cupboard
anyone here actually had a hard drive in storage fail on them?
yes
it is harder to get a working zip drive than a zip disk imo
I have p@t. Drive arm got confused and managed to go mental enough to shatter a disk. Dont ask me how, I wasn't inside it when it happened ๐
darn, all my drive failures happened in operation
but to be fair, i haven't actually checked. i could be the owner of several failed backups
@polar hawk my zip drive works via parallel port. Its hard enough finding one of them these days ๐
no
im getting data loss in my brain recently. Scary stuff. Always bio-backup folks. #clonedrive
just straight up one day the bios was corrupt
time to go take a break and complain about a game have fun ๐
@kindred viper i'm trusting in Elon for that
ah sweet
but they didn't give you a chip puller
Z270 by any chance?
not sure, sounds familiar, but all chipsets sound the same to me
they literally sent you a chip?
yeah
wow
i'd be happy with it ๐
of course, the alternative is deadness
or sending it away and wait for 2 months
but the damn socket they use was hella annoying
yeah, that just seems like you'd break a warranty installing it
but... at least it was socketed
hahah imagine having to desolder and resolder SMD chips because of some firmware issue
yeah no
I don't get paid enough for that nor do I try to have anything that critical
the upset from failing at a soldiering job and damaging some component is large.
but also the biggest reason I suffer data loss is literally not being able to find data in storage
so
ยฏ_(ใ)_/ยฏ
motherboard that ate its own bios
yolo
my biggest regret was when I was around 10 i think
figured "ill make an image of my OS disk onto my big data disk so I still have those OS files"
gg
misclicked / misread some shit, ended up cloning my OS disk over the data disk
lost everything
thats when i learned about backups
I did that recently, I wiped the wrong god damn server
everyone learns to read those popups just enought eventually
and recovering partially overwritten files ๐
i still have one hdd with data to recover, need some platter replacing, donor etc...some day
I have two servers on a rack
Yeah it was my crucial MX100 that died
racks are spendy
racks are whiny
even the labels have labels
label: label
it is super hard to get a label printer that can print labels that'll stick to some flash drives
i labeled my labelmaker
you're damn right i labeled my label maker
/giphy delete computer
i wish i could backup.. 
fucking discord
you can get a nas with 2 2tb drives for like $80 at microcenter
1st world problems -_-
jesus I have a 1tb ssd and that's it
seagate drives are hella cheap atm
yeah don't
that all i have 
seagate never agin
The only thing I'd be upset at losing is photos and videos I think, should probably invest in cloud storage for those
full ssd and nvme
using samsung evo and pro drives to that lower failures
Bit pissed if I've lost all my ue4 projects but it's not the end of the world
they much pricey so i cant to buy 512gb or 1tb
also cheap seagate nas drives are better than no backup
Might have lost a little work on my game but it's on GitHub
Any cheap Nas enclosures? I've always found them to be prohibitevly expensive
I am starting to think its less about good luck with drives and I just upgrade computers often enough to avoid failures over time lol
I got a cheap synology nas for like $40/$50
I wouldn't trust it for mission critical stuff
but it makes a good secondary backup / temp backup
fits only two drives
cheapest i found 2x2 is $190
this is my seagate after 1,5 year
see that ring? fucking readerhead broke off because they used the wrong glue
The day is saved, I unplugged it and plugged it back in again and it's back
backup while you can @somber quail ๐
dat fear when ctrl + a > move to drive might crash it
I absolutely hate having that many volumes
all my hdds are like 90%+
jesus, and I thought I was a digital hoarder
yeah it's a real mess
"media"
I'm saving for a new PC that's gonna start fresh
quote unquote
20tb in raid 5?
is that like "homework" ?
didnt know I already put my 20tb of goats in stockings online
all my uni work and old photos are double backed up on external HDDs in a drawer
20tb is more of a zfs net share
but you can get 20tb drives now
I think
or we're just about there
zfs has some redundancy?
yeah
HGST Ultrastar DC HC650 should be coming soon
there's some 14 and 16TB ones, about 375 and 500 euro's respectively
send me one...
2.5"
or did they solve the SLC/MLC/etc nonsense
says TLC
Looks like I need to just bite the bullet and fork out for a NAS enclosure and some new HDDs. What's the best option that's not going to break the bank? 2 slot enclosure in a redundancy setup (I'm not familiar with RAID config numbers)
Goodbye savings :(
and its a pain in the ass to both setup and make it fast
RAID5 isn't the fastest either
next time imma go with some synology setup
there will always be a million ways to set it up
yeah zfs can get real shitty real fast
soooooo
cheapest synology is $200...diskless
whats best of new update preview ?
unless you need something now
wait till a sale or something
however coronavirus and storage, iunno
I'm sure prices are high due to some supply chain issues
looked priced for past year...nope...super stable here
yarp. Prices are gonna go up quite a bit, soon.
There's 2 8tb drives sat nesr my desk in work gathering dust. May try and strike a deal with IT to get one...
Hi boys
I'm trying to create a class that stores values to get in my blueprints
however i'm having trouble simply getting the c++ class to work
and when it does i cannot cast it for some reason ahah
is there a life saver that can help real quick
cast to what?
custom class
just want a class with 2 variables in it
so i can have a map<string, classname[]> in a blueprint (class will contain variables only)
probably not hard to fix but i've been looking for 4 hours ahah
i'm a pretty massive noob in UE4
#cpp will probably help you faster...
but casting a random class won't give you anything
just need to instantiate the class at start
then just add it to any actor, it will be instanciated once actor is created
Heya - question on an error I'm getting on launch after a successful 'debug' or 'development' build: [2020.03.04-00.58.53:942][ 0]LogUObjectBase: Error: Class pointer is invalid or CDO is invalid.
[2020.03.04-00.58.53:942][ 0]LogUObjectBase: Error: Class object failed IsValidLowLevelFast test.
Where would I look for more details on that?
I tried the other logs in the crashs folder - nothing seemed to give me the details as to what class pointer
you'll need to attach a debugger to figure out the issue
hmm, I've never tried to debug a built game that wouldn't start, I'll see how that works
I know there is a way to get function params as variables in BP, does anyone remember?
Array Question. if I have 5 elements in an array, and i delete element Zero, i thought the information in element 1 is moved to element Zero. in java and c++ right? is that not how it works in ue4 ?
i want to delete element zero and have elements 1 2 3 4 become elements 0 1 2 3
@rancid lynx it depends on what you mean by delete and if it's an array that can resize or a fixed size array and the language and blah blah
the UE4 remove node will remove the entry and move the ones past it up
hmm
depending on the language the array can be sized once int[5] for example and it's always 5. you just clear out what is in the entries you don't want it doesnt resize it (this is what lists are normally for)
this printshows 0,0,0 loc every frame. id suspect after 5 cycles, it would show not 0 0 0
i add to 4th element, and remove zero, i thought it would slide the information closer to zero each frame
but after 2 seconds of running, it still shows 0 0 0 at element zero. it seems the locations are not changing element slots
i understand why the first picture doesnt work. but the second picture should
what is the size of the array?
only 5, 01234. wait a second. the remove index happens before the information is put into slot 4
so if i print element 1. it should work.
well size 5 is index 0 thru 4, you remove one index and now its index 0 thru 3. now you try and set the element at 4 which does not exist
for the 2nd picture
for some reason whenever i compile the lighting on my level the lights are visible before the build, but after the lighting build is completed all the static lighting is gone. any idea why this is?
before the build it's probably using dynamic lighting and not static, and after build its using the static. If you move stuff does the lighting come back?
yes
maybe a screenshot would help after its built so we can give more ideas
yep thats dynamic vs static, #graphics with those pictures might get a lighting expert to tell you what to change
I was going to suggest maybe your light maps are bad but it just looks like you don't have the right lighting for that scene maybe
I am not a lighting person all I can say is the top is dynamic and the bottom is lightmaps/static and thats why the difference. some setting somewhere is not allowing enough light for when it builds.
you don't, you move it or make them smaller so they dont overlap
Read up on how lighting works.
was an old project I opened, I assumed my settings had reset
oh well
Okay don't be mad guys.. Is there at least a way to force the error message to be hidden?
disabe all screen messages isn't working
Cause I'm getting that error even with nothing in the level
maybe rebuild lighting with the objects gone?
Is there some trick to Rendered Text Materials in Unreal. Rendering text seems like more of a process than it should be. ๐
Does any one know anything about projectiles? I have a blueprint for the projectile to explode on overlap of object but for some reason I can not get it to explode on my level geometry only on physics objects like cubes and spheres in level. I can turn on simulate physics in the actual projectile which works but then the projectile does not fire correctly
I can show some screenshots if any one knows anything about how to help thanks
you might have to check generate overlap events on your Landscape object
you said you cant get it to explode when hitting level geometry
im sorry you are correct
without that landscape does not respond to overlaps
my player stands and moves around on this static mesh with is a stadium
these blocks and such are seperate meshes
this is the stadium
for some reason the event works on the physics objects but not this static mesh
this is the event that happens for the projectile
Am using apex Destructable mesh
Nothing hapopens to my cube
Am i doing it wrong?
lol
that's not a bad idea.
i'll take a sand pizza instead tho'.
btw. would moving the whole landscape up cause potential issues?
Intention is to not have it be reachable?
The edges of it?
You should avoid having gameplay far from 0,0,0 when you can
yea, but for some still renders it's nice to move the camera up a little.
yea, i figured that.
i think a static mesh plane slightly beveled up might work.
and put it underneath.
Yeah Iโm not sure what approach your using for Skydome but using a sphere or a larger hemi past 90 would be better
i am not using a sky sphere.
So how would you normally do it? make a image for the sky sphere and part landscape and clouds or?
and how does this tie in with the sky atmosphere?
Obstruction
๐ค
Few games let you view off the map like that
Is it possible to quick key objects? EG: when I click 4 it selects what i've assigned to it. Similar to camera bookmarks but for objects
Is it possible to pull a progress bar from a different widget into a new widget? It has all the functionality already programmed so it would just be easier if that was possible
Duplicate perhaps?
@fallen marten The issue is I have a madness and a health progress bar. So for testing just did separate progress bars on diff widgets. Now one of my artists game me a custom ui that has both bars. So I wanted to see if I could pull those progress bars without making new ones. I have them set up everywhere in the 3rd person BP
Hey all, where did the Physics Asset Tool Properties go? These docs say it is when you have nothing selected, it will be the in the details panel, but the details panel is blank when i have nothing selected. https://docs.unrealengine.com/en-US/Engine/Physics/PhysicsAssetEditor/Reference/index.html
A listing of properties and descriptions for Physics Bodies, Physics Constraints, and Physics Assets accessible in the Physics Asset Tool.
Oh... Sorry. If you want to use the bars but not the widget, really you'll have to set it all up again in the widget you want if that's what you mean. I don't think you can just copy and paste a bar over. The logic you probably could depending on how complex it is tho. @daring matrix
You'd also have to make new bindings to the bar, to do with whatever value drives the bar fullness/percentage etc
Can you use vertex paint on the terrain map
@unkempt hazel you gotta have something selected to have details show as far as I know
@fallen marten can you explain the first section of the doc i linked then?
The version listed is 4.13?
Sorry man idk what this is about. I just open an asset and add/adjust
What are you trying to do?
I'm trying to have a "grab" effect with a ragdoll running character so that when their hand collides with the wall, the hand sticks there and the rest of the character just hangs
so basically i want one bone to just freeze in place in air and have the rest of the body still react to ragdoll physics
Hmm.. not sure if you'll get that. I was trying to get a choke hold ragdoll working once and couldn't for the life of me make it work. Ended up having to animate it and just simulate physics slightly from the neck up to allow the head to shake when you punched it.
Maybe you could use some kind of event tick function that keeps manually setting the position of the hand bone to the impact point of the wall and see if it lets the ragdoll hang or something like that
I don't think an attach node will work
Probably don't need tick unless you use a physics handle actually
hah, i did it!
i created a second physics asset that only had the hand kinematic and then found the property i was looking for via blueprint (Physics Transform Update Mode) and then set the gravity and velocity to 0 the moment it detects you are trying to grab and have collided with something!
Hey guys. Iโm very new to Unreal Engine and have a question. I downloaded an Inventory system and also the Advanced Locomotive system and started to build a map. My question is how do I implement damage to AI and my character. I know this is probably super simple but Iโm brand new to this and have no clue
@sour sequoia
link the damage causer to self, in the first BP
but not necessary..
also, any actor has an attribute Can Be Damaged
Sup people ๐ Anyone here could help me a minute? Anyone knows how to disable mouse inputs when the game launches ? I am releasing the game on steam and I have to disable mouse inputs after game is launched so that widgets, menus and stuff won't lose focus because I can click even if I don't show the cursor. The game isnt in c++, only blueprint tho !
@copper flicker Thank you
@umbral basin does the cursor get locked
I think it is!
Read on forums that if I play with input modes it could change those settings tho
What behavior are you running into that is unacceptable?
Steam told me this because I am releasing a game tomorrow and its the only thing left to do lol
I tried everything to disable mouse inputs, nothing work. I can still click on buttons and lose focus on widgets, etc.
Does mouse capture interfere with joystick?
Mouse capture is to lock the mouse inside the game window right?
It can do that, but that note sounds more speaking to gamepad support
It sounds like they are more stating that they cannot do everything the mouse does?
Yeah, I corrected the gamepad support, but I don't find any way to just disable mouse inputs while in game
I would ask them if that is necessary if the gamepad works
Yeah thats right! But now controller can do everything mouse can do, but mouse can still click and lose focus for the gamepad
From leaving the gamepad upside down on the floor inside editor it seems they both can work without interference?
Yeah! The gamepad works fine, doesnt interfere with the mouse
its the other way around, mouse can interfere with gamepad
I donโt know that disabling the mouse support while a gamepad is in use is what they are asking for. But if it is, that setting you were looking at looked like the right one
Okay !
If you can change it based on gamepad being plugged in.
Hitman 2 for example I go between controller and mouse all the time
Yeah! I see
How important in C++ to building games in UE4? I'm currently going through a course on a Udemy that's going hard into C++.
I'm enjoying it a lot but working with UE4 API feels like learning a new language lol
So if it is important is their a good division of when to use C++ and when to stick with blueprints?
@steady spear Hey, I probably took that course! Anyway, I personally am being assiduous (and dumb I'm sure) and going as much as C++ as possible avoiding use of blueprints as much as possible. However from what I hear, unless you are C++ (UE4's variant at least) wizard, it tends to be more approachable to implement the functionality you want w/ blueprint and then convert said functionality to C++ later. This (again from what I hear) is because blueprint may be more intuitive than C++, allowing for much higher productivity while in development. Many say that blueprint cannot quite live up to C++ when it comes to performance of the game itself, which would be the reason to go C++ (esp once you have the functionality already implemented and working in blueprint). I'm also a newbie, so take my word with a bag of salt, but this is what I've gathered so far. Hope it helps!
Typically you should lean towards what your team (ie: you) would be most productive with. If you're going to have a lot of people trying to interact with a file, it's going to be far easier with C++. If you require perf, you probably want C++.
If you might migrate between C++ and BP, define your structures and enums from C++. It'll go easier. @steady spear @late lake
@worn granite You mean BP with the first case?
"first case"?
If you're going to have a lot of people trying to interact with a file, it's going to be far easier with C++.
If you use source control, you won't be able to save changes to a BP while somebody else has it checked out
If you don't use source control, you're going to have a lot of fun working in a team.
Yeah that makes a lot of sense. I just wish creating new C++ classes didn't take half a year. But I appreciate the inputs alot! Once I'm done with this course in like a month it will be interesting to see what I'll favor by the end of it.
I think you'll find that you lean BP for a while... but I'd say you should keep practicing your C++
eventually you'll be capable of doing just about whatever in either.
That'll unlock the true power of UE4
Is there anyway to speed up the "Create a new C++ class" in UE4?
Yeah. Skip both the UE4 and Visual Studio dialog for class creation.
Create the files manually or via a script.
Create text snippets which fill in the stuff
Also you're going to have to regen project files.
I had to deal with UE4 being funky with C++ class creation all of yesterday and today
And voila, just make the files yourself
I've got a script that makes my .h/.cpp and then regens the project file automatically
it doesn't fill in the stuff I need, but I can just use a snippet after VS finishes almost crashing because you reloaded a project
That sounds pretty useful and something I think I could manage lol
Maybe I'll whip up a python script that dumps out 2 C++ files lol
I have a snippet to start a file, then for UENUM, USTRUCT, UCLASS
AActor/UObject base is not a common case so I just don't
But it'll leave the prefix empty
Filename : public $cursor$
So then if it'll be UObject I put a U - UFilename otherwise if it's an actor, an A. AFilename
I've used exclusively C++ classes for actors thus far lol. So hopefully I learn the more common cases soon in this series lol
Goodmorning Guys
What is wrong with this Code its firing both at same time
its not checking
Put a break point on the branch @runic fern
ok i will
its checking the false first
@normal burrow the problem not in the branch i checked that
the problem here
the line tracing is firing even for the attached object
hey guys, I am thinking about doing a project in unreal, maybe someone can give me some feedback on the thoughts.
it should be kind of like a digital checklist, user can type in info and make photos. all of the info should then be saved and exported as a pdf with a fixed structure after the user is done.
the seperate lists should be manageable in an overview
i think that the list itself and the overview can be easily realised, however im not sure if the pdf export will stop this from working. does anyone have experience with this matter?
how can i ignore the attached component from line trice
trace
I changed that from Overlapped collision to Line trace
You mean variable ?
and there you also have actors to ignore pin
just plug in the objects that you want to ignore for the trace
Is it possible to deploy to android tv with usb cable like we do for mobile?
Hi, do I have to use Fmod to make ambient sound in my unreal Project? Like Water sounds and Bird sounds
Hello guys!
I have a complex question (for me I guess :D) so, I want to create damaged decals atlas, to reduce drawcalls i want to select one decal via colored ID mask and place it randomly or via seed. Please tell me how to do that? or what to google?
this is an example
Is anyone else not able to log into their epic account? I literally tried once.
Can't open the forums if my account is still active in the session either
I donโt have an answer for you. But to help other who may. Can you elaborate on which part of the approach youโre struggling with. How to pick an coloured ID mask -randomly from a pool? How to set up a coloured ID mask? How to place decals procedurally? Are you familiar with setting up procedural systems? Or are these decals being places from a predefined array of vectors? What is the scope? Is it for small assets or landscape? All of the above?
Ok, happy that I'm not the only one
Seems like there's still some room for improvement on the web services front, not the first time it's been acting weird lol
I once reported that the submit bug button doesnโt work. They stated theyโre sending their sale force to address it ๐
So i have the following code
void AsurivivorCharacter::Jump()
{
Test = FQuat(FRotator(85, 0, 0));
AddActorLocalRotation(Test, false, 0, ETeleportType::None);
return;
}
i have to call jump multiple times for the actor to rotate
even though it is executing
i smash space bar 10 times and it only rotates like 3
@abstract relic to clarify, yes I don't know how to pick one decal from atlas vial colored ID mask. I don't need to place them pocedurally, just like regular Decal Actor. It will used on the different building walls
somebody can tell me where i can find the output log pls ?
@thick minnow
Thank you
If i update my external asset and export to FBX how can i update existing asset that has been previously loaded into unreal engine? eg: a new animation exists in the FBX
Simple Question: If I have a Cube Actor and Sphere Actor. And I want to SetRelativeTransform of CubeActor when I have a Click Event in Sphere Actor. How do I do that the simplest way without Event Dispatchers?
@swift heart There is of course the brute force way. Which youโd need to run a bunch of Ifs node per rbg channel. Tried to find a way to get Hex value of a chosen colour but no luck through material nodes. I would ask #graphics
Hello Ive got a Beach Scene. I want to put Sound in. Ive already downloaded a Beach sound and Imported the wav. I also have set the Attenuation Distance how I want it to be but when I hit Play and Im in the Area where the Sound should play it doesnt start. Anyone idea whats the problem ?
Did you set up the sound cue
Hi everybody , i'm working with world composition in unreal, i've imported my tiled heightmap , i can adjust X and Y , but can't seems to change the Z axes .
i wanted to adjust the Z axes so my water level could be at 0
is there a way to edit Z position with world compo ?
I'm still having this issue, are there people here who export directly from blender to unreal with skeletal meshes? And if you do that, are your sockets properly scaled? Because if I don't set my blender scale to .001, I get massive sockets
Yeah I had plenty of issues like that @plush yew
This plugin helps a lot
Thanks @forest tree there's a lot of people who swear they have no issues
But, even then I still had some issues with scale I think
Unfortunately I teach blender and unreal to kids so I can't use plugins
Why not?
The idea is they walk out of the classroom and can pickup work at home with vanilla setups
Yeah, that's a flawed idea I think honestly.
There's a lot of shortcomings right now
Theyre twelve, teaching the core content alone is enough of an issue
Set your units and youโll be fine
You sort of need the plugin for your workflow. It's free too.
I had so many issue without
I don't use the plugin in my workflow I just have my unit settings tweaked in blender
@plush yew Epic just began work on their own Blender to Unreal plugin... the release frame is "this year"
telling them to change one setting is significantly easier than teaching them how to install/use a plugin
It's not one setting, there's a lot of things that are really tricky about blender -> unreal
I didn't have that issue in 2.79 though
But in this case, yes. That's the scale you want.
The screenshot is from 2.79, but I'm on 2.8 too
Okay well I've been working with this for a few years and other than tweaking the unit scale and the export settings I'm fine and so are the students
Was just trying to see if my install was borked
or maybe something was checked, but in fresh projects the scaling is still an issue so I guess I'm fine with unit scale for now
Ok, no worries. I just had issues, hence the recommendation. If it ain't broke, don't fix it ๐
But yeah, I share the unit scale issue. But manually setting it to 0.01 works ๐
but that's how I make my money so
Epic just began work on their own Blender to Unreal plugin... the release frame is "this year"
@glacial pecan
Excited about this actually ๐
Unity is still a bit ahead of Unreal in this regard, it's nice they want to catch up.
we're so fortunate to have blender
Yeah, it's a lovely tool. I hated it pre-2.8, but I don't use anything else for general modelling now
If there was a blender-tier alternative to photoshop I could teach more classes
Krita is the closest thing I can think of
There's also a commercial competitor somewhere. Forgot the name...
Yeah it's nice but it was missing a feature I needed so right now I sit with gimp2
the UI is just so bad
not in krita, it's great there. But gimp is a nightmare, especially if you're used to PS
Yeah, that's why I never got into it haha
I hated gimp, same issue with blender for a long time. UI/UX is important.
Getting offtopic though, whoops ๐
affinity is one
Maybe this is the one I had in my mind yeah, I think so. It looks sliiiick
Affinity Photo is very slick, and cheap
2.8 improved it a lot tidiii, have you tried? I hated it before, couldn't use it at all. 2.8 was a godsent, turned the whole thing around for me. I'm madly in love with the tool now ๐
Yeah, they changed that
There's now an "industry standard" keymapping
yeah, how do you explain the "n" panel to 12 year olds... like, some settings are here, other settings are here, and other settings are hidden
there's a lot to like about Blender, but a whole lot to dislike too
they have a long way still
I've used Blender since 2.6, and for some tasks, I still have to watch a youtube video every time
it's just so illogical
for maya i just gave up
+1 ๐
The kids that aren't really into it don't retain much
but the ones that are can make pretty competent models after a semester
my first time in blender:
Open
Try to move camera
Weird cursor thing jumps around
Uninstall
the biggest issue is the crazy number of inputs
they'll hit a key on accident and bork their project
and like, I don't know all the hotkeys either. I just learned about ALT Z today when a kid hit it on accident. Fortunately he remembered what he pressed
around half my time is just fixing problems like that
@wanton wadi before 2.8 that was the single most frustrating thing about blender
I have to say i followed some tutorials now and the first thing they tell you is to reverse the LMB and RMB settings ;p
Yikes @plush yew. In fairness, being aware of hotkeys sets them up for success though
Lets bind the cursor, something that should not move 90% of the time, to LMB
2.8 feels much better now
@plush yew do you post feedback on devtalk.blender.org? I feel your feedback would be very valuable
I liken the old experience of Blender a little to Zbrush. Silly UI/UX makes for a very confusing first impression ๐
UE4 is much friendlier towards noobs IMHO
I go on the discord but that's a good idea thanks
Blender's UI reminds me of Photoshop
really the only bit of feedback I'd give atm would be that "use alpha" should be checked by default with reference images. The kids know how to get a reference image into the program but most of the time they forget how to set transparency
@plush yew please do. I think your feedback will have a unique perspective that you can back up as well
Open photoshop for first time
Select piece of loaded image
"No pixels selected"
Uninstall
Thanks, I'll make a post there now
@plush yew https://devtalk.blender.org/t/adding-a-transparent-bsdf-node-but-still-having-to-choose-alpha-blending-to-see-it/7981 ๐
PROBLEM I want to create a transparent material So I add a transparent shader and output it to the material output Nothing happens Instead, I have to go into the near invisible โnโ panel, which new users have no idea exists and cannot easily find Then I have to select the co...
@plush yew please add your voice to that thread if you can ๐
UGH! i accidentally clicked rebuild instead of build on my project
[229/2215] Module.AssetRegistry.cpp
a day lost ๐ฆ
if i do that, it cleans the directory, so theres no way i can stop this is there.
at least i mean, stop it and just rebuild the game part.
Youโre already 10% in. Hopefully the next 90% wonโt take 24 hours
@glacial pecan Thanks for that thread, I was able to leave a comment there
Hey. Let's say I do character customization in a menu map, and want to carry them over to the gameplay map. PlayerControllers wipe their data when going to a new map, right? Is the most common thing to store the data in GameInstance and restore it after changing maps?
That's where I store it
if i have a collapsed node for something i want to save to use it often in other projects, how can i save it?
As far as I under stand there's a Save layer, an instance layer, and a level layer
@opal coral seamless or blocking travel?
@half turtle you can copy it into a text document
otherwise I recommend putting it into something like a component and migrate said component
oh oaky
@digital anchor I think that would be non-seamless
then yes they do get wiped, seamless would keep the playercontroller
I see, could be an option to mark them for seamless travel then (unless they already persist on seamless travel by default)
Ah yep, seems they do by default!
another option, if for some reason u dont wanna seamless travel, would be serializing the stuff you wanna keep and unserialize after travelling
or just put on the GameInstance of course
Yeah hmm, the docs also say that you're not to use seamless travel When loading a map for the first time , which is what happens when going to a gameplay level I guess
you can load it (without opening) beforehand then travel
I see ๐ค yeah perhaps
but that works better if going from like multiplayer lobby to multiplayer match
if going from singleplayer menu directly to match it would still be non seamless
@digital anchor Hmm yeah, because I sort of need this to work both in a local multiplayer lobby -> gameplay map, and in an online lobby -> gameplay map (as a server). Would pre-loading the map and doing seamless travel not work in this case?
not if going from singleplayer to multiplayer
like the client connecting to the server would be non seamless
im not sure how local stuff works
never done that
So that would be for example when starting an online session and traveling to the map where people can join, as a listen server, right?
Or as you say when a client joins a server
i think so
I see. Sounds like game instance is the safest bet for this kind of stuff then
Thanks for ideas and help, I'll see what comes of it!
Can we render something from the play mode
@shut oxide
Sequencer
WHY ALREADY new engine version
.
EpicGames should really take ITS TIME for making engine Versions
Hopefully this will se an employee
Hi, where does the profViz file go when hitting CTRL-SHIFT comma?
Simple Question: If I have a Cube Actor and Sphere Actor. And I want to SetRelativeTransform of CubeActor when I have a Click Event in Sphere Actor. How do I do that the simplest way without Event Dispatchers?
anyone?
Hi everybody , i'm working with world composition in unreal, i've imported my tiled heightmap , i can adjust X and Y , but can't seems to change the Z axes .
i wanted to adjust the Z axes so my water level could be at 0
is there a way to edit Z position with world compo ?
hello
@proper hatch That sounds like a very suitable case for event dispatchers though, why do you not want to use them?
Hello
I need some help please
my character ai zombie has a particle fire attached to him. when he overlaps my fire bp he sets alight. but when he dies and rag dolls the fire stays in mid air. ive added the fire particle to his socket. but its not falling with him, any ideas thanks
@opal coral Because I'll have to create 60+ event dispatchers in that case. Can't I just reference the actors I want in the other actor blueprint?
@proper hatch Hmm, 60+ sounds like something huge is going on regardless of how you approach it. I'd need to know more about your situation, I guess.
Referencing other actors means you need to get a hold of the instances of those actors. In the case that one actor is a child actor inside another actor, that reference can be made easily. If it's a reference to another actor in the map, you need to search for it (e.g get all actors of class and so on), or if it suits your design, the level blueprint can pass a reference to specific actors (give the reference of actor A to actor B, since the level blueprint Sees All ยฉ๏ธ ).
Might be that there is a more appropriate way to do what you want though. How come you need 60 event dispatchers, if I may ask?
@opal coral I think I found it. I create a Parent Actor and in it I'm adding all my 60+ actors. Within that Parent Actor I can access SetRelativeTransform of any of the child actors. I tested a sample and it works.
These actors are acting like target positions that I can click and move my character to. They need to constantly be adjusted during the game.
@opal coral Thanks for the help. Without your reply I wouldn't have thought about such simple solution.
@proper hatch Ah cool, glad you found a way!
Hey guys i have problem with importing collision mash with my original mash any tips ?
sometimes i can just go true it and other times its autogenerated and it closes up the top end in my case glass top
so its a box and not glass
it gives me this
and not
no
yes
Does anyone have a solution to my question
After a BuildGraph Engine build ๐
UE4.24 - this is dog shit, lol, how is it possible to add so many bugs to the engine?
I remember downloading hotfix, and I got more bugs from this, do we really get hotbugs now?
that build was 10 hours on a good HDD
I've had a build take 17 hours, thank god I didn't need to work that day.
anyone knows where i get this
@plush yew Tried with Interface but I don't understand why they don't trigger in the Actor BPs. It has to do with the Target I think. Couldn't find an "Actor to Actor" tutorial with Interface BP.
Already 4.25, wow times goes fast
Anyone know how to get matinee to render out a custom stencil?
I can get it out through high rez screenshot but i want it as a .png image sequence.
Easy enough to get the Lit mode out but not the custom stencil
@opaque vector already found it but thx
Anyone knows its possible to crossfade between two camera's ?
Is there someone with experience of making an FPS game?
I have a game that I'm releasing on steam soon, and I want to give my patreon backers an in-game item for their support. I'll be sending them steam keys later and I'm wondering if anyone has any suggestions on how I can add these items into the player's world?
@plush yew I understand the frustration, but mind the wording please :) thanks!
death by dawn?
Any ideas why my sequencer render (left) has more contrast than the actual viewport (right)?
I so dont like how I try to enter a variable and forgetting discord is the active tab.
me: why isnt it working
discord: NoiseTexStrength
Bassicly in short i want the particle attached to my enemy to fall with him not float in the air
hey i can somebody help me i cant find anything on google that fit in my situation to solve my problem, basically i have a Triggerbox Blueprint and a Widget Blueprint i want to call a function of my widget bp in my triggerbox blueprint i have a bp interface for this but dont know how i can get a reference to my widget bp?
any tips?
@smoky sonnet When the widget is created, save a reference to it in your controller. When the player moves through the trigger, cast to the controller to get the controller to activate the widget
how can i save it into my controller?
oh
no that cant work
mom
you mean because i set owning player i can put my controller into my casting node?
but it dont work
If you save the output of CreateWidget you'll have a reference to your HUD, which you can then call stuff through
@noble goblet I guess it's because the two don't compute the same amount of autoexposure for some reason (linked to the difference in viewport size most likely?)
@frosty bloom you mean like that ?
but how can i get access to it now
but wait am i stupid i just made a variable and saved it but my controller dont have access to it
i think you mean smth different @frosty bloom
okay solved it
How do you increase sampling when rendering videos with RTX? Reflective surfaces are a bit noisy, and there is also some jitter along edges sometimes.
Hello has anyone good experience with Mixamo?
A little
Is there an option to upload the skeletal mesh from the ue starter content
because of the bones from the mesh
You should be able to export the manican to FBX, but I have a Max rig of the manican if you need it.
yeah would be nice
PM me, ill send it when I am home
@serene birch so should I assume that it's normal and leave it like that?
it'll be very hard to tweak that indeed, short of turning off auto exposure
Anyone here using Unreal to render videos?
Trying to take a scene capture with a render target, the thumbnail shows the capture but the render target is blank. Any idea why?
Is anyone familiar with Joris Dormans' cyclic level procedural generation?
Is it possible to put the viewport of the construction script in full screen?
is there a bp node that can load my map before i open it so there arent any laggy freezes because it needs to load the map
@grim ore I found this baby yesterday https://www.youtube.com/watch?v=OI-ucBRagYw and wondering how can I: A. make blob shadow edges to be soft on the edges (perhaps using an image vs mask?) and B. to make blob to gradually change in size as actor casting blob shadow gets farther away from the surface ? Thanks
Daily Stream on random stuff in Unreal Engine 4 and trying to help out people =)
Well we tried to work on the MMO project today but like normal even tho it was fixed 2 days ago the server broke again... seriously I have no luck.
We do a small bit of showing someone how to do...
@smoky sonnet look up 'level streaming'
@vale silo yes use something other than a mask, like a gradient, for what you see and it should be more feathered at the edges. As for getting farther away you can do that manually (add a parameter and have it resize it based on disatance from the ground when you are isfalling) or you will notice in the beginning around 3:22 that I am using a circle blob shadow using a sphere and that changes size based on how far away it is as the shadow gets to its edge. I didnt do much work beyond what you see
@gleaming lotus thx i will
Hey everyone, I've got a split screen game with 2 players and I want each player character to have a different post process material on the camera. How do I go about doing that in blueprints
tried that but I can seem to set the process material in blueprint on the camera
very nice
no
just heightmap stuff again and have no idea how to fix it
ive seen it 10min ago
texture
png
just imported as landscape
and then?
blender procedural generated
thats it
@light lintel smth else?
and how do i use it ?
Any idea how I could lock the z axis for going up but not down? I dont want this physics ball to bounce at all.
@fading vector physics constraints, you can lock off movement/rotation axis
ah sorry, misread that
no worries
Could just make it so it doesnt bounce? add a lot of weight?
Well, part of the issue is side to side movement
or fake the physics and move it with a timeline
Depending on your instance, you could use a timeline to move the ball in a way that looks like its moving with gravity
but good idea
Use physics materials to set its restitution to zero
or that ^
Well I need to eliminate more than just bouncing
You can freeze axis in the physics settings
I need the ball to go down but never up
Or you can get current velocity and negate it.
Do a if Velocity.z >0 then Velocity.z =0
put it on a timer and enable/disable on physics sleep/wake
8 bit landscape?
Does anyone know how to reduce the noise level in RTX for video rendering
All my Reflections have really bad noise even if I render in 4k and scale down to 1080
You can PM me, dont want to clutter the chat :)
Is worth to use C#/Mono in UE4?
no
Can you explain why?
with a plugin
its not officially supported, and it can only access the stuff exposed to reflection
Hi guys, I reported a bug some weeks ago. It got approved and got the target fix 4.25. Today the issue got updated and the target fix 4.25 got replaced with "Backlog". Does this mean the Issue will not get fixed in the near future?
This is the bug:
https://issues.unrealengine.com/issue/UE-88303
@hard quarry most probably
if given issue isn't touched for some time, it's got automatically changed to Backlogged
or somebody did it manually
you'd have to ask Epic about this
What's the console command for time dilation? I spent a good half an hour trying to find it
Hi guys, I am making markeplace packs that are only Static meshes, Textures and Materials. Atm I am only using version 4.24. But I have 4.18 installed and I am wondering how this works and whether I should have multiple version or older/newer versions for these type of assets?
Hey I asked this earlier and would like to get some more opinions.
How important in C++ to building games in UE4? I'm currently going through a course on a Udemy that's going hard into C++.
I'm enjoying it a lot but working with UE4 API feels like learning a new language lol
So if it is important is their a good division of when to use C++ and when to stick with blueprints?
are there any pure blueprint games released yet that people know for certain are 100% blueprint?
@hallow sparrow would be nice you at least test it before reporting it as compatible
@steady spear Go with what is easier for you in the beginning. C++ is used when you stuck in performance issues or when Blueprints miss some functionality
What's the console command for time dilation? I spent a good half an hour trying to find it
@earnest cape slomo
Thats my question, Are static meshes compatible back and forth or what?
eolet eobet - you bros? ๐
@hallow sparrow most likely but your materials might be not?
no, but that's the closest I've ever seen someone gotten to my nick ๐
lol
No I just need to speed up the game while in simulate mode
That makes a lot of sense
how to diff blueprints on 4.24
I found a tutorial relased 6 years ago but eh it might not be there anymore
can we compare blueprints for changes ?
or is there a better way
oh nvm
found it
Yes there is
Use a procedural mesh
Fog of war is just a shadow
Welcome to the 65th video of this #UE4 RTS #tutorial series. In this video, we will finish our fog of war settings. This is likely the final video of this section
Introduction - 0:00
What does the decal version look like - 0:48
Step 1: resetting location of the fog and chan...
do any of you use the megascan assets from the marketplace? what do you do about the disgustingly oversized textures? one single plant has 6 x 8k textures. is there a method to bulk-resize them? it would be tedious to export every one of them, resize and reimport. or is this the only viable method?
use the bridge, it allows resizing on exporting to ue 4 iirc
i downloaded them from the marketplace, and have no quixel software installed
yeah, don't use the MP megascan stuff unless you really need all the texture sizes and source etc. Best to get them directly from Megascans, either download them yourself or use Bridge.
@plush yew ill try that and great thinking good job!
How do I get a random enum? Length -1 as max for a random integer in range โ integer to byte, byte to enum, get literal enum always seems to generate the first one even if when printing the random integer it isnโt 0
@atomic oriole Select textures -> Right Click -> Asset Actions -> Bulk Edit via Property Matrix - > Compression Settings -> Maximum Texture Size
how much texture? maximum texture
Nevermind got the enum working. Problem was in enum to string conversion
Does anyone know what would cause a macro in a macro library to not show up? I have a macro library with Character as its parent, and in my Character class I can see some functions from that macro library, but not others - if I uncheck context sensitive I can successfully place and use them, they just seemingly get hidden with context sensitive checked and I have no idea why
Is there any may to increase your speed anymore in the editor? please PM if know
@gleaming narwhal thank you!
Hey guys, I am running these profiling sessions from an oculus quest session. If I am interpreting this correctly, most of the processes above my GameThread, and RenderThread, is CPU stalling, and waiting. Before running the profiler on the session, my frame rate in headset does not waver from 72.
Does anyone know what might be causing the CPU to stall for so many more MS than the render thread and game thread?
I know that Vsync can cause pausing, I do have my engine set to a static FPS of 72 for the quest.
@wintry prawn if you use unreal 23 or more, run Unreal Insights
it gives you proper timeline of wtf are the different threads doing over time, and with the vsync
@frank escarp it will run on the oculus quest session? Profiling on the quest is a bit of a pain
should do so
great thank you
Is there any way to increase your speed anymore in the editor? please PM if know
facepalm So I tried to log an integer in a constructor, but I used the wrong syntax "%s" instead of "%d" so now my Unreal engine is crashing.
Any work-arounds for this? I was using visual studio code and was just hitting the "compile" button in unreal, so compiling the C++ code isn't going to be easy
delete your binaries folder and recompile after the fix?
That did it @grim ore โค๏ธ
@glacial pecan yes, there are quite a few blueprint only games
Kine is the most recent one I saw Epic talking about on their streams
@plush yew I know that, but is there any way to go quicker than the max scroll wheel?
my blueprint interface is only showing up as a function node, when i need it as a event node. I'm new so what should i do?
if you have a return value on the interface event then it will be a function, otherwise it's an event node
and it only shows up as a function?
yh
can you show it
also that is not compiled so maybe you changed it and it's out of date?
yh wait
@grim ore
i have the class interface in the class settings, the picture is just weird... i still have my problem
How I can fix this lightning? I have used KiteDemo assetswith landscape generator
@green blaze build the light or add dynamic lighting
@plush yew u just told it to add it to the viewport, you never specified what
@green blaze u probably had errors, or your light is just too bright
your construct is empty
owning player should be get " get owning player"
yup you are right
just need to solve the class thing now i guess
@plush yew no, I have a 13km map
I cant call this blueprint interface as an event for some reason
the ide bugged, it says the class setting is none, i have it in there btw
i can only call it as a function, not event
@tiny sonnet that looks fine, what doesnt work? have you tried the nodes it gives you (3 of them are there)
yh
apparently it magically works now
i litterally did absolutely nothing
ue4 is a shit hole
one of those is a function call, the message one I beleive
i get the event call now, that was just a waste of a fucking hour
Hi, is there a place I should go to ask a UE4 general advice question?
prolly here if its general
newbie question, but is there a reason why Play starts from the viewport camera instead of the 3rd person blueprint? I added the 3rd person template + changed the project game mode to "3rd person" https://i.imgur.com/FK8YJ45.png
I was wondering if there was a book or online resource somewhere that would teach you how to go about making a character creation system seen in various games like MMORPG's (etc where you can change hair, hair color, (etc?
ue4 has some pretty solid tutorial series on blueprints if you're starting off.
https://i.imgur.com/QZSuoy2.png do you mean this?
no luck ๐ฆ
ideally, it should be as simple as adding the content, dragging in the blue print to the level, then changing the game mode in project settings? Not sure if I'm missing something else
gotcha thanks. yeah i switched the override to none and now at least I actually play in 3rd person https://i.imgur.com/c6fTGcz.png
Are you setting the pawn in the scene to auto possess?
Any thoughts what am doing wrong
i want to change camera from Main one to the other camera
Both of them in the player BP
@misty creek sorry late response but that did the trick! ay ๐
can anyone who used the gameplay ability system tell me if it is worth using it in a coop style game? (max 6 players) versus a custom made ability system. isn't GAS an overkill, or a performance hit?
@plush yew what do you suggest ๐
How i can move the camera while am playing
lets say to the right side or someting like that
@thorn lichen Glad it worked for you!
is it possible to make an episodic save system in unreal 4
and how would i go about it?
for example life is strange, telltale, etc
Guys, one of my particle systems is working fine in the viewport, but in play mode it just doesn't play. My other particle system works fine. Any ideas?
Seems like in simulation mode it starts playing only after I click in the viewport. The other particle system works from the start.
Since I want to render with the sequencer, it must start automatically or else the particle system won't render
hey pls help i copied my project on my laptop
every time if i try to start it it stucks at 83%
and wont continue
idk what to do :/
every thread has the same answer "Same problem" lol
ok but when i change smth and copy it again on my pc will it take so long too
thats not really efficient
Im having issues packaging my project and I don't know how to fix it any help?
Shouldn't do
Sorry if i'm in the wrong category. But can somebody recommand good tools / addons for a nice workflow between UE4 and Blender? Mainly import/export fast (static meshes and so on) i checked out the live stream for characters, so i'm happy with char stuff ๐
Ah, EPIC is working on a house-made?
Or just present some.. new one?
@plush yew seen people use this. I frankly never bothered.
https://www.blendernation.com/2018/09/16/add-on-blender-for-unreal-engine/
Anyone have an idea on how to convert a string of text like "the quick brown fox jumped over the lazy dog"
Splitting up the text and adding every new line as a new element within a string array?
is there a way to save player location when switching levels,
ex, portal to lvl 2, you back to lvl 1, cept instead of being at the beginning at lvl 1, your near the portal
okay, I've managed to get this going
The next step I want to do is to put in a variable that will allow me a certain number of words before starting a new line
anyone have any ideas? I'm sure its some tricky maths, but I can't picture it
for loop with break (not each)? break after X iterations (your input), when the break line is called insert your new line then loop back after the break to the for loop and continue on from the last iteration number. it should work and repeat till done
Is there a way I can make the foliage tool not place randomly and instead create rows?
I'm having a lil trouble picturing that in my head.
Could I see what that looks like?
@thin tendon have u tried a procedural spawner
Can i some how blend location between these 2 cameras
i been trying since morning
if any1 can help please do it an d than ks
i want to change cameras from the one on the left to the one on the right
@plush yew use the SetViewTargetWithBlend bp node
what blueprint action can I use to compare movement to an actor? example: when actor is not moving or finished moving execute...
How do I use the Set View Target with Blend node to change cameras during gameplay using Unreal Engine 4 Blueprints.
Source Files: https://github.com/MWadstein/wtf-hdi-files
urist
i watched this
for some reason this only works for cameras out side of Player BP
He is using ActorCamera
ah they are components?
it can work if the camera is inside the player blueprint
at that point the actor is the one controlling the camera. Have you tried disabling the one you are not using?
MathewW yup i can do that but it will look weird
turn off the first one and turn on the other one
3 options in there
yep because it's a component and not an actor
check out that thread it has 3 options for you
I should probably make a part 2 of that one for handling changing cameras in the actor like that
yea your video was amazing
Flickering and noise when using RTX, even at 4k 60 fps. How do I reduce the noise and flickering? Is there a sample rate parameter that does it?
and it's on the list lol
what blueprint action can I use to compare movement to an actor? example: when actor is not moving or finished moving execute...
MathewW yup problem solved i used 1 camera with changing its realtive location
thanks to the site you sent me too
yep im gonna steal that info and use it for my nefarious gains
Yup using TimeLine it gose super smooth
is there any way to orgnaize the variables?
am having like 50 for now
@plush yew You can give them categories. Select a variable and look for the Category property in the Details panel.
You can type a new category to add it to the list, or select an existing category.
can anyone help me in the AI chat?
Thanks pfist that helped alot โค๏ธ
anyone good with trig math here? if I have a line going through two points on a circle, off center, and I need to do a rotation from one point to the other with the center as a pivot, I need.... which relation?
@rotund scroll u want to make what exactly?