#ue4-general
1 messages · Page 676 of 1
Is "chosen boost" an enumerator?
nope no switches and it worked with unreal 4.18
perhaps if your controller is doing 0 - 1 for the range you can just subtract 0.5 from the input result and end up with -0.5 to 0.5
so i guess its not a broken joystick
so. I save person 1. I say Hi. and then I save person 2. I say Bye to the person I saved. meaning..2. which is wrong, cuz I should say Bye to 1. and then to 2
Maybe have a "no boost chosen" value. Something that represents a cleared state. And then you can branch logic based on whether the variable is set or cleared.
... so that you're not setting the variable while it's being "used"
so I need to keep making ... something like new duplicates
I can't have a No Boost for all boosts
I have to close the correct boost
not a random one, and not all of them
i disabled hdr mobile and now it looks like shit i want to look like on my pc with mobile hdr its way to shiny and causes lags
I was hoping I can start a new branch.. of sorts. every time I produce a new Boost
like spawning a duplciate
@smoky sonnet there is not much you can do. mobile is a different set of graphics issues. Mobile HDR is needed for quite a few effects and it's very taxing on some devices. there are work around out there for faking some stuff
@copper flicker are you running multiple "boosts" simultaneously? If so, is it a fixed number of boosts?
@grim ore i will test the controller on a different pc tomorrow, but otherwise i have to use -0-5 and 0.5 as values
from what I am reading the axis should be -1 to +1 so something is definitely not right. Maybe restart the PC and try again?
@plush yew no, you cannot write data to a data table at run time.
@lament saddle yes. 6 boosts in total. and I want to be able to run 2 or more at the same time
like a life and speed boost
well, having it be a fixed number makes it simpler. Make an array variable with six indexes and that way each boost-slot can remember what it's doing.
I never overlap 2 lives or 2 speeds
hmmm... easier said that done
so u mean I need a different data type
I already tried an array of boosts
@grim ore is it possible to disable hdr and enable it by blueprints because the node enable hdr dont work
can anybody help me with this probelem, my probelem is when i look anywhere my mesh rotates the same way my camera does?
I end up with the same problem. isntead of overwriting the boost, I overwrite the index
@grim ore yep 0 - 1 as axis input seems weird. but where can i subtract 1 to get -0.5 to 0.5?
in my input settings?
ss3d, look at what's parented under what, and what you are rotating.
I mean, an array with six elements is like having six similar variables. Let's say you had six variables like Chosen_boost_1, Chosen_boost_2 and so on... couldn't you use that to keep track of what each boost is doing? I'm not clear on why you're overwriting the variables in the middle of using them for the boost event
@zealous cloak after you get the input axis, the input event in your blueprint, subtract. It might be the easiest there
@grim ore so right here before setting it
yes your input comes in from the controller, you make it different by subtracting, then set your input on the vehicle
dude... seriously lol
give people a chance to read and respond
on your character, what are your settings for
the use controller XXX stuff is what needs to be adjusted
what are yours set to?
yaw yes and pitch yes
the pitch yes is why it is happening
we dont know how the rest of your controller is set up. The default third person template has all the settings if you want to look at it or use it
@grim ore is -1 the correct value
the value of my axis havn't changed but instead of right my tires now move to the left^^ when i move my joytick to 1.1 it is in idle, prior it was 0.0 before substracting
Hey there:
I'm trying to set up a system for our dialoges, which should handle L10n/I18n (which can probably be provided by Unreal),
and also maybe have a way of utilizing events that could happen in the dialog.
Do you have any "out of the box solutions" (I'm using FMOD for the audio) that you can recommend?
Yarn seems to have a great unity integration but not so much on the unreal side of things.
Also the parsing still would have to be done.
@zealous cloak you might want to check this is the case for all your supported inputs
will do that tomorrow dont have asecond controller
dumb quick question -- I feel event dispatchers and blueprint interfaces feel slightly redundant, so I'm obviously not getting something. Which is the most ideal usecase for each, so I can think of them separately and not clown around?
Like I imagine each is better or more convenient or more efficient for specific tasks than the other one is.
Thanks. I did this already -- I'm looking for a 10 second thing I can pin up on a discord server so I can go
"You use this for this"
"You use this for this".
My devs are bickering.
Fun times.
Well, our devs lol
They came over from C++ and are not enjoying the times they have to use blueprints.
Just give them this https://m.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ
Thanks :3
I'm comfortable with bp myself -- I'm just wondering if there's an idiot-proof way of explaining it to them because we don't see eye to eye on a few things.
Our bp devs are very very comfortable and chugging away getting stuff done.
Eh, there really should be no such thing as a C++ or BP purist. They have their uses. Your C++ programmers should be developing their code to empower your BP designers.
Hello guys, what was the point of FField for childrenproperties which came after UField ?
hey everyone
how do people generally handle NPCs in games where they look different, eg. skyrim or witcher? Do they just have literally separate models for each different face, or is it a blendshape/morph target thing?
Quick AI/BT question. If I wanted to run some code every 0.5 seconds, say to sphere trace if a player is in range, what node would you use in the BT? Task/Decorator/service? which function would you override. curious on what people use
guys have a important question
Does engine make hierarchical instanced mesh to all planted on level static meshs?
just putted one static mesh and duplicated it.
and still draw calls doesn't increase. like im doing hierarchical mesh.. How?
i dont see differences HISM and SM now
That was my thought as well @sweet relic . Was hoping to use a decorator I already had set up for the check but cant abort on the tick lol 😦
was hoping there were other tricks I was missing in there
@frail sail yeah they added an auto-instancing feature to UE4 a couple versions ago. IDK the ins and outs of it, though.
Anyone working on story projects
sort of. Taking a screenwritting/ novel outline process and using it to refine my games structure
trying to work out a deal with an author I know to work together on something.
I have an upcoming project which has a design that relies heavily on being able to send save game files to other people - I've been advised to use 'victory plugin' to help me out with this but after checking it out I cant find anything to do with save files. Does anyone have any idea where I should be looking for a plugin for this?
For more context - Players will be able to edit a map in singleplayer and send the files to their friends through multiplayer.
is the problem with my question about how to handle NPCs that all look like different people that there is nothing like a standard way, or like each game does it drastically differently? Or do people just not know how to do it? I've tried to have this conversation before and always been met with silence. I don't get it, I would think was a common thing to put in a game
guys i need help, I've encountered a problem with the first person character every time when i look forward my character doesn't seem to play the idle animation but if i look any were else the idle animation plays
@obsidian lily prolly its because its different for each game
Sometimes just randomizing clothes is enough, sometimes they go as far as even changing size and facial structures, and even author-the end result to make npc's more distinct
yeah, I guess I just don't want to end up in a dead end
I am imagining using morph targets to randomize NPCs, but I'm worried it'll be too expensive somehow that I can't foresee
sometimes you can get away with them being regular static meshes with some vert anims. but it all depends on the needs
Really just depends on your art pipeline
well, ini my fantasy world I would use a single human base mesh and have morph targets for age, gender, some basic body types, and several for the face so I can generate unique characters that can grow from children
not even EA did it like that with sims4 because its rather complicated.
child/male/female are separate models
but I don't know much about the internals of doing that. Would so many targets be too memory intense? Would it break instancing?
depends on the game and usage
complicated because of animations, maybe?
animations where shared between genders
though I bet nowadays with retargeting etc its not as much a problem
"depends on the game..." -- ok, suppose I was an idiot and I was going to make a spiritual successor to Fallout 4, and I needed NPCs to populate that world
so it's first person, I'm walking around having little dialogs with people that I find, stuff like that
up close you'd probably use a higher lod with all the facial details etc (trough blends), but further away they can revert to more basic blends (if blend-lod thingies are a thing)
but generally you'd still divide between genders/children. IF you arent using a whole spectrum of genders
one thing I have going for my actual use case is that basically no one will be fat or too muscular--it's a sort of ancestral environment thing, so everyone will be pretty trim, like a hunter gatherer would be
its all up to you, though you could ask for approaches on the forums, but it wont make much sense unless you know exactly what you want to create, and work your way backwards from there so you can plan it out
else just experiment and gain experience
I just notice if I want to make unreal engine game. I need to master photoshop, model, coding and many other thing BEFORE I can enter unreal engine door
Not jump straight into unreal engine
yeah, I find the "it's up to you" thing pretty frustrating. Obviously it's true, but I'm at a point in the process where I really want to find out about various approaches that are possible and their pros and cons, but when I ask I get silence or I get "it's up to you!" which doesn't give me enough to even start googling anything :/
looks at ue4, photoshop, knald, substance apps, quixel apps, 3dcoat, zbrush, 3dsmax, houdini, and more
you'll need to learn a loooot of things
Houdini
houdini is still something I need to pick up
its the first, middle, and last step, and anything in between
though me and Jan always joke that the first step is to make a new folder.
I’ll get i master Blender first then
I thought the first step is to turn on computer?
don' be master just learn
^ you can get by with just knowing the basics of blender and making the models you need without them being master quality
you arent going to be getting hired as an artist
but if thats not your goal you can simply make stuff good enough to prototype etc
I'm getting by with Painter, Zbrush, Maya, Mixer, and Houdini
you learn as you go, and as you learn more, you imporve more, so eventually you go back and improve what you made.
which is why a lot of devs do the first level/stage/whatever last
donut > coffee mug
mastering is just a process of understanding all of rendering features, the blender scripting, visual graphs, VFX... which is not choicable rather than you need it for game dev
Ive been working as an artist and want to get into the more technical and design side myself
something im working on atm actually
^ gymgoals
halfway there!
wheres dem nipples
no need for nipples. TBH its already too destailed
@obsidian lily Why on earth would you get in the weeds with how to do complicated NPC things before you even have a prototype ready? And at that point you will have learned so much that you can either ask your question in a much more clear and precise way, or don't have to ask it at all.
making an rts
In blender I almost tend to do hard surface modelling that is enough for me even i have knowledge about sculpting, rigging etc..
@hoary locust the reason is that the game Ii am working on in largely ABOUT the NPCs--whether I can pull this off is a key consideration about whether the project is possible for me to do
which I know is unusual as NPCs are generally just background macguffins. but not in my case
seemed to me like you were only talking about having them look different
there is a financial reason to why not all npc's are fleshed out though
I have prototypes of the core systems, but my "NPCs" are all just a generic model, right now, which won't work because the game is basically about raising an extended family of people you actually interact with and care about
So basically sims?
well, the game is nothing like the sims, but for this specific feature it's similar, except first person view
so you're looking right at them, not just looking down from a distance
sims4 nowadays has first person hehe
my english today is really.... really sucky
It’s more of a virtual life
there are story-ish dlcs nowadays, but its 99% meh
you write your story
ok so theres no story 😛
yeah thats like saying a piece of paper has story
a very exciting one i bet
frankly the only character I care about in the sims is my cat :p
cuts deep
You guys cool
I scaled the skeletal mesh in the editor but I can't save it anyone knows why?
this is so weird man I imported assets from blender and it just comes in different rotation or scale and I can't change it and the reason I want to inside of a editor so I can retarget
blender uses 0,01 or 1000x the size and uses Y-up I think
though.. more a random guess
its more a, better to fix it in your authoring app, else ou'll have a bad time along the way
Is there a way to run a behaviour tree on a player controlled character?
any unreal - blender live bridge existing now ? i tried to look it up i saw news and few not very good ones
Hey guys, anyone here a little familiar with vehicle setups? The only thing I want to fix is the drifting of the rear wheels, but whatever I do it does not work 😦
Uhhhh I would if I was home
I can’t recall what the node is called
I don’t think so
you can do it in the level bp
it does. You set your game mode there, then open up the next level, set a different one there
@grim ore yes, just do it as you would an NPC
Wouldn’t it technically be the same world settings with both
I’ll help when I get home
I should be home in like 30
I think for the mouse thing
On event play > get player controller > set mouse cursor and set that to true
@thick herald There is no AI controller to run the BT on if you are possessing it
Get Player Controller -> Set Show Mouse Cursor ?
@grim ore ahh, I just added the run BT into the player controller
^
@thick herald I did that and it wouldnt work for me, i must be missing something
because you have context sensitive on and you are not pulling off the player controller
Hmm, I didn't do anything special. I checked before replying. only task I had was a print screen 🙂
Right click anywhere and try get player controller
You’re not in the right BP for one
@thick herald yep no luck here, the run BT node takes in an AI Controller so it wont work on a PlayerController
Then do the same thing but set it to untrue when you want to remove it
@plush yew
You run it off of the same one
That’s why you reconnect it
...
I may have accidently used a AI controller. Oops, sorry my man
I’ll help more when I get home
And you can screen share to show me exactly where you’re trying to put it
I think it’s called just that
Just type in viewport
And it should pop up
I just need a quick thing
So I have an actor that will take the players location and move towards it, and once it reached the location it stops
I want it to continue going in the direction
@lime gull is it a character or something else?
Its just an actor with a sprite
These are the blueprints I have
once it reaches target location it just stops, but id like it to continue going in the same directions
Could I replace transform with direction?
I know there is math out there to get direction from one location to the other, you could then just extend that direction to a point in the distance and go to it
@plush yew I’m home
dont you just substract the current loc from target loc and normalize for direction?
quick question does unreal support pixar USD files ?
@urban basin they added "early" support, but it didn't work with Houdini in 4.24, even used USD versions didn't match
perhaps that's gonna work in 4.25
I suck at math Ive got no clue what anything is doing haha
do gameplay programmer need to can work on fixing things or to can make game systems?
i posted my problem on the forum if anyone know how to solve this feel free to help my 1 week investigation that lead me to nothing because i cant find anything to solve it. im stuck since 1 week i hate it 😄
do gameplay programmer need to can work on fixing things or to can make game systems?
do you do it on tick? @lime gull
Yea
@smoky sonnet
do normalized x speed x deltatime
For what?
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cringe
wow
Please help me, I asked in many discord chats and read multiple forum posts but none of them helped me. (sorry for bad english - i am german)
Problem:
I have a Level-Sequence where my Audio Component is in it and my Keys to trigger some functions. So my problem is, that on my computer its synchrone but on my mobile phone it isnt.
Moreover i have a "SLOWMO" function because of a ability my character has to slow the time. After the slowmotion everything is asynchrone but only on my mobile phone. So basically i need help to create a slowmo function that slows my game [slow the audio component and the events] Any tips? please.
Solutions i tried:
-split my audio and play it seperately with the level sequence (Worked on my pc not on mobile)
-using global time dilation to change speed of level sequence - worked !
-using pitch modulation - worked! (but not on my phone)
-slowmo console command dont effect audio
thats my post
to be fps independent. It stays in target location because it gets there in several frames before you even see it moving
It overshoots the location a little (So it doesnt hit the player) and when It reaches a certain point it stays still again
it stops because it checks target location on tick
you need to set the vector once and then use it as a variable if you wanna keep direction
aka run this only once
direction = Normalize(targetLoc - myLoc)
midtick it sees the character is behind and direction vector starts pointing back, that's why it stops
But I have all that under a Set actor location thing
SO if I do that once wont it only move 1 block in the direction
Im not sure that that means per shot ) 😬
basically once you shoot the projectile
or bullet or whatever you wanna move with this
this (aka direction vector) has to be checked only when it starts moving and stay the same for the rest of the movement
so add that to a variable?
Alright so it keeps moving now
But it still doesnt aim directly at the player. It aims a little down
depends what you set as target coordinate
Player location - Actor Location
some objects have pivot points at the bottom
if you got different target sizes you can just take bonding box and average out the center
on z axis
or you can just do a quick and dirty fix and add a bit to the z right now just for testing purposes
there's also the option of adding a socket, getting that socket coords realtime on the actor and letting the bullet pass through it, for example
Can I make the Z a random number in a range? That way itll sometimes undershoot or overshoot, making it like someons actually aiming
you multiply the value by some arbitrary number and add it to the target z
You can right click a struct (so vector 3) and split it into the individual values (X,Y,Z)
you can right click on one of those yellow pins
press 'split struct'
on the target vector though
the one you made a variable with
@lime gull
haha sec this blueprint is really starting to confuse me
this is the target location right
go #blueprint, guys 😛
^
Oops sorry about that
I don't understand this shit. I've downloaded countless asset packs and all it does it adds an empty folder structure and wastes my time downloading fuck all apparently
wording sam
Anyone have a solid idea on how to control a character (movement,camera rotation) and have it controlled by a behaviour tree?
these concepts contradict each other 😉
you can switch pawn between AI Controller and Player Controller, sure
but both at the same time?
the AI controls stuff like finding targets, and attacking. the player controls moving. think of Final fantasy 12
i'm download asset packs and all it installs is empty folders, any ideas?
EQS would work for anything, doesn't matter if this controlled BT or different way
so that's for "filtering for targets" part...
have you tried adding them to a project? @random summit
can you use EQS without the behaviour tree (never used EQS)
ye, they're in here but its just a buncho of empty files with no content at all
used that even for finding spots for particles 😄
I don't recall making BT for it
let me look at the engine 😉
I dont want to write an entire behaviour setup for AI in pure Blueprints if I could avoid it but I cant seem to mix the BT and player controls.
either the version thats downloaded uses a newer version of the engine, or you are moving the content in an odd way.
else, rightclick on that folder and open in explorer
right now the BT works great I just cant control the player camera or movement while it does its thing
yep, player input is not a part of AI Controller at all 😉
its an older version but our lecturer has insturcted us to use this version and we need to use asset packs to put together a map
nah
older engine versions wont load a pack thats made for a newer one
so you either need to download the right pack version, or upgrade engine.
basic movement was ok, passing from the player controller to the AI Character but stuff like mouse movement doesnt translate due to the camera not being on the AI character that you are controller
its a weird problem due to the way the camera controls and character are connected
what about making quasi-player controller - actor with its Input Component which would get the input and pass to your AI controller?
ok thanks guess i'll just have to use a later version regardless. not sure why they cant install the latest version of unreal all it causes is issues to have us using old versions with outdated packs and information
thats what I am doing but the controller is not on the item being controlls so the rotation stuff doesnt work
ah, ha 😄
since it pulls in the current rotation and stuff from the controller
froom the AI controller?
yeah its a funky issue. My current idea is to make a ghost character I control and just have the AI mimic it
it's getting confusing 😄
does anybody know how to fix this?
like, you can make AI Controller rotate, and pawn would use controller rotation? do I think properly? 😛
@grim ore I'm doing camera behavior in a BT
from what I can tell you can't do that but I havent looked into it enough, that might be an idea. translate the player control input directly to the AI controller and then hopefully the AI controller will control it
as of EQS, you can simply call from any blueprint
@fierce tulip I mean not wrong 😄
yep, should work 😉
@fierce tulip
< not a blueprinter
basically if I could get full control of an AI character, just like if it was controlled by a PC instead of an AIC, is the goal but blah
but like to what end
so the AI fights by itself, seeks out targets by itself etc. and the player does... what?
moves a camera around?
@brave gate yeah your idea has merit, I will see if that works. passing input directly to the pawn was failing to control the camera properly
the player controls the player but the AI controls the actions of the player. yes even movement
I mean I extended and exposed the BT component so I could run it without an AI controller but I guess in your case it might make sense to keep it
these weird Japanese people and their games 😄
you would think it would be simple but the connection betwen the controller and character in how they work together doesnt stay connected when it's an AI
from my understanding though there shouldn't be an issue having both an AI controller and a player controller tied to a single pawn though?
you cant do both from what I can tell. If its possessed its the PC, if its not its the AIC
you cant do both
you could probably do some hierarchical structuring to avoid architectural pitfalls, e.g. let player controller control AI controller, which then controls pawn
and if its the AIC, then your PC is somewhere else and its controlling something else directly
I'm pretty sure you can do both? otherwise you wouldn't be able to use stuff like AIMoveTo in a point and click type of game let's say?
I dunno if you can figure it out let me know
in either case it shouldn't be difficult to extend a pawn class that could do both
if you are possessing a character you cant get the AI controller (its null)
setting up input controls in the AI controller is no go?
I can do that and I have passed them, the issue is that control rotation mess
the player controller rotation is not the same as the ai controller rotation which is why i might try that
so AI controller can't use set control rotation?
got a few things to try was just hoping someone had this same issue and solved it lol
"I'm pretty sure you can do both? otherwise you wouldn't be able to use stuff like AIMoveTo in a point and click type of game let's say?"
MoveTo is also latent node in blueprint, you can use it on any pawn/controller AFAIK
Hey all 🙂 Came here with a question, actually 🙂
Currently I'm more or less done with merging skeletal meshes 🙂 Works as a charm, with some minor exceptions.. Currently my montages targeted on the skeleton I've kept for a generated mesh (but used before, when created the montage) just cease working for a new character with a generated skeletal mesh, but the same skeleton .. Is there some kind of secret, what may have changed to break the skeleton relations with it's montages?
Apparently I can't properly express my mind, so I'm sorry for riddling you 😄
I've done point-n-click movement on player controller once 😉
@brave gate latent nodes aren't precluded from character/controller though? AIMoveTo wouldn't work because it requires an AI Controller afaik, but it has nothing to do with it being latent
right but it's just a latent wrapper for the Move To node
yep thats the issue, the AI Controller
@brave gate
the AI Move To is not really an "AI" required node
yeah, but the screenshot from BT node?
@grim ore pretty sure it's a wrapper for a Move To node that just has exposed delegates
otherwise it's related to this: https://docs.unrealengine.com/en-US/BlueprintAPI/AI/Tasks/MoveToLocationorActor/index.html
Move To Location or Actor
which again requires an AI controller
nope your right, its was the simple move to XXX nodes that I was thinking of, they dont need the ai controller
@grim ore perhaps it is worth investigating if you could make the AI controller extend as a component and use that on your pawn?
perhaps. I've got it working in terms of taking input the issue is the input isnt "correct" due to the controller not being controlled lol
yep setting AI control rotation to the current PC rotation was a bust lol
I am pretty sure I am looking at this wrong so 🙂
tbh it does sound like a case that should be a doozy to implement
@grim ore are you familiar with C++?
yep so the issue is add controller yaw input doesnt seem to work on ai controllers
I am moth yep
just trying to avoid it where I can
yep, but would a really frustrating to try guess what would work w/o reading code 😛
in such case 😉
yeah i was actually going to go do that now that I have it narrowed down. the ADD controller input nodes dont work on the AI Controllers
sounds like custom bindings would be in place
or make a pawn that can be double possessed
or AI controller as a component
I guess there's a few options I'd try
although it looks like bUseControllerRotationYaw should work for AI Controller too
well now that I have that understood I think I can just make the fake player controller take the input then pass it along to the AI controller forcefully
yep the use rotations work but the nodes seem to do nothing when input is passed into them and the controller is an AI Controller
yeppity yep just took a bit to debug where the actual break down was at
custom AI controller that returns true for IsLocalPlayerController 🤔
nah it still casts
ah well
yeppers
just need a valid rotation is the issue
so I am setting the rotation on the local controlled invisible player then duplicating it to the ai pawn
yeppers that does it
stupid but it works
braks my auto lock on but I know why atleast
🙂
Is this possible to change spline component thickness visualize in viewport ? sometime its hard to see it
How do you change the pivot point of a camera component?
Also, for positioning cameras, can I view through the camera in the editor viewport?
(Please ping on reply ❤️ )
@rich reef Yeah just right click on the camera and "Snap view to object".
@brave gate @rotund scroll thanks for the bouncing off of ideas, it's hard to walk this crap thru alone. Got it all figured out for the most part 🙂
Cool, what about my first question tho? ❤️
Why would you want to do that?
So that it pivots around the character (setting up a third person cam)
Also RMB > Pivot set as new pivot
Okay, just to make sure you get me right, I mean the pivot that the camera will be rotating around while in-game
I would use a Arm
Springarm sorry
Add component on the character > Sprinarm > Camera. Connect the camera t o it
Set the start of the springarm on the center of the character (that will be you pivot) and then connect the camera to the arm so make it a child
(Its called parent in UE4 right?)
Noice, thanks for the help
Btw, since I already positioned the camera
Do you have any tips for like, maintaining its current position?
NP also check the details settings of the arm okay? You can do nie things! Like setting up the arm length
*nice
I will
And use some Camera Lag to make it more smooth.
It will maintain its possitions also when moving.
The camera is connected to the Springarm, the arm to your character.
Cool you even have GTA1 topdown camera? 😬
Idk what GTA1 cam is, but Im using dat one for my minimap
(lol, maybe a cheap solution)
@grim ore Could you help me for 1 sec? Is it possible to change the Spline component **thickness **visually in the viewport so while editing? sometime its hard to see it
@rich reef I meant Grand Theft Auto 1. 🙂 That was a topdown game.
But how are you using that for the minimap? interesting
Aw man, Im not even old enough to have played something like that I believe lmao
Im applying the output to a texture, that is then displayed on the screen as a widget
@rich reef
I followed a tutorial for it, "Virtus fps" series covers it, you can probably google something like "Virtus fps unreal engine tutorial minimap"
Also dope o.o that was indeed before my time lol
Yeah I know him, I started with videos like that too. But he sometimes rushes important info and does not always do things.. clean
what is funny about gta1 is it had a pager mechanic that wasn't a complete: look at how stupid pagers are
Yeah its how GTA started
Eh well, you can fix up the stuff he teaches afterwards lol
haha true
sometimes
gta1 was like: pagers are real, and they are useful.
technical debt exists for a reason though
because it was the 90s
and it's a pain in the ass
good old days man, the days you did not have things like Corona 😛
👴
Do you guys know if its possible to get the current world location somehow (So that it wont move when switching over to world)?
switching over to world like you do doesn't do what you think it does
Oh okay
Well, what I wanna do is parent the camera to my Spring arm without moving it relative to the player mesh
Is dat possible
rip :l I dont like math
you're in the wrong business then
Ik lmao
lol side effect on using AI for all the players... you don't have the correct player character when you get player character lol
Is it possible to define a custom scalability mode?
It'd be nice if you could switch back and forth between a player controller and an AI one or just grab some of the functionality from the AI one
@loud valve a spline component on a BP or a spline mesh actor
you can swap back and forth but the issue is you lose direct control of the ai controlled one which I needed lol
does anyone know how I'd go about setting up a "mouse click to target" targeting system?
People often get turned off by the math of programming but tbh you don’t need to know that much
I mean there’s some complex math for stuff sure
But not everyone will need to deal with that aspect
@grim ore Its within a BP. But I just want to thicken the line thickness
@loud valve I missed u
@loud valve If its a component there is a Scale Visualization Width checkbox
I've looked and have never seen that
Hello, I am having trouble with a construction blueprint script, I have a static mesh component that I change for each placed blueprint in the scene, and some sockets on said static mesh, that I read and save in the construction script. This works well for the default static mesh set in the blueprint class, however, when changing the static mesh in an blueprint instance, it still uses the values of the socket locations of the original mesh from the blueprint class. I would have expected it to read the data from the instance static mesh...
Is there an easy way to redirect all these connections to the output of the multipy
ctrl drag
hold ctrl
Hey there, what's the best channel to ask a chaos related question? Thanks for your time
#engine-source is probably going to have the most people that use it
Thanks so much!
ok!
You just saved me half an hour
thanks!! @grim ore
I have an object that has a box for collision, completely flat, along with some other specific ones that don't touch the ground. My goal is to be able to have it grow in game once something happens, and then it can be moved around. However, after it scales up, it no longer sits flat
Even though, in game, the collision when shown is still perfectly flat
Does anyone know why this might happen?
can you show what you mean by sits flat?
My game instance variables reset when changing level
hello
I used the merge actors tool on two static meshes and certain parts of the new merged mesh have a little flicker. How do i get rid of the flicker?
@brisk urchin that's probably z fighting
in which case, you can't really
or well, you can, but not in unreal
unless you undo it
and try again and try to not let your meshes overlap perrfectly
I have a couple questions if someone doesn't mind dming me and helping me out
just ask them here
@rotund scroll i see, if its due to some overlapping and the flashing isn't viewable by the player is it ok to leave there? Will it cause any performance issues or just the visual bug?
converting my game from player control to AI control completely broke like all my stuff lol..... but hey it works
just visual, so if you can get around it's fine
Okay well, in my enemy blueprint I made a little mesh to let people know they've targeted the enemy. By default I set it to hidden, how would I tell it to show once it's targeted
how does the targeting work from the player's side?
@rotund scroll thank you. 
they would click on the target to target them
cool
so where you click on the target and select them, your click recognizes an enemy yes?
yep
then when your click recognizes that enemy, you can use that enemy's variable to set it to visible
Why does UE 4.24.3 crashes ALL THE TIME ?
I can't use the Editor for more than 10 minuts.
dunno what to tell you man
I don't have this problem with 4.21
mines been running flawless for a couple hours now
try an older NVidia driver if you have newer card especially a 20x0 series
to update to unreal 4.24, do I have to install a second unreal program?
you dont update major versions, you install them side by side
@hexed hornet show me how your code looks for when you click an enemy
so yes you will download .24 and it will be installed next to any other engine versions and you can upgrade your project if you want
kay go it, thanks
https://gyazo.com/9429c5eb030058824edf364ca961a4a8 @rotund scroll
So what I sent was right?
Volume camera blocking dosent work, near camera cliping dosent work, spring arm settings dosent work. HELP 😦
yeah it was right
technically after the first cast you have it
if you want to ensure selection shows up only on client, do it before you set the server event
Yea that'd be preferable thanks
this is so weird, I have closed the Epic games Launcher
Most likely a zombie process. You could logout and login and try again or try find the rogue
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')
What does that mean ?
drivers crash or gpu crash
or just the windows protection against "slow" rendering operations
I don't have this on 4.21.
doesn't mean much
rendering engine changed, can trigger a whole new world of driver bugs or gpu failing transistors
is there a way to achieve displacement on UE4 decals?
Potentially. But if you think about, decal with displacement simply can't exist.
@grim ore hey man, good videos!
guys
this is driving me crazy
I open a different project use the SAME thirdpersoncharacter and it works
is it possible with RVT based decals?
but in my main project
this happens
like there is nothing different how could this be
there has to be something different no?
@rotund scroll is there a way to find what BP I created a specific function in? I can't seem to find the one I'm looking for lol
if you show the call stack what does it show?
@hexed hornet use the blueprint find window in the windows menu
@grim ore
delete the event node and then place it again.
@serene birch Well, again, potentially. But how do you determine, that certain tile of RVT is needed and at which resolution in vertex shader? That is a bit of an open challenge.
there is a RVT of type "world height" so it might be something you can use 😛
nice typo btw 😮 (Mateiral Type)
4.23 works completely fine so why would 4.24 be any different?
@split crane bro the trailer was pretty sick, is the game a story based name?
@ashen frost Thanks, Just my first real animation in UE4 with a friend of mind.
well do you want it to work or not
I had to switch to the Nvidia studio drivers after upgrading to 4.24. Prior to that it was constantly crashing.
it's a simple question really
@scarlet birch nope deletending the node and adding didn't work either
this is so weird man
Try the next node and every node in the execution chain. I know it seems pointless but I've had a few weird things like that fixed that way. Especially after moving engine versions.
yeah but this is the default character shouldn't it work anyway
Is this a project you moved to a new engine version?
nope
I was trying to learn about animation character then decided to take all back
and now even the default one doesn't work
@split crane did you do all the animations on unreal or 3rd party
If it was me, and I was 100% sure there wasn't a logic error I'd restart the editor, reboot the pc and try deleting replacing nodes.
oh hold up
I can just import the level to another project
with a working character
I think
oh that doesn't take all the assets
if this is just the third person character that you are having issues with, delete the file and re add the asset from the feature packs menu
what didnt work? same error, didnt import, computer crashes, cat exploded?
then there is another issue with the project, if you delete the file and hit play without reimporting does the error go away?
file = third character blueprint in the content browser
@fiery mortar can you share the infinite loop bp and the message?
I am an idiot the name is the right vector
we gotta go further man
i am sure you can disconnect your 2 pins and put a value of 1 for both X and Y directions instead
since I doubt your forward or right vector will ever change
wut....
try what i just said
i am sure you can disconnect your 2 pins and put a value of 1 for both X and Y directions instead
@tough falcon
omg
why are we here
just to suffer
this will never end
now another red box
and this is the default one
If you systematically go over it node by node you'll find the problem.
Quick question, i have some trees that have like 5 LODs and its currently set to auto lods. Everytime i zoom out from the trees they keep getting worse is that why? If so, can i set the engine to only use 1 LOD only for them?
Will it take a hit on performance and or render times if I do that?
yes
maybe. probably.
You can tweak the settings and change how much each LOD reduces things
Where's that setting to adjust when they change? 😮
In the details when you open the mesh in the editor, I think.
lod0 is 1000 polys and takes X time to render. lod4 is 5 polys and takes less than X to render. That's the entire goal of LOD's
@scarlet birch I'll check it out.
@grim ore what's annoying about that is that when i play the level it becomes very apparent when it changes the lod. Like the range when it does it is way too close.
Tweak it, anything automated like that isn't going to be perfect for every use case
yep ^^^
@void kraken true sky is massive in terms of size...
its gonna do it's best guess based on asset size and your screen size but manual work should always be done
also.... have you played any AAA games recently. toss it on LOW and... heh... its very apparent even on those games
@scarlet birch i see the LOD picker when I open the tree in the mesh editor.
better yet, zoom in on the grass and check the crappy antialiasing
yeah you're never going to get around LODs
I'm working on a 2.5D and tried getting away with no LODs on the background vegetation. It tanked the game. I didn't have to reduce things much, but still had to do a little.
hola
heya
hey what button do i need to press to make it to where i can select a face on a geometry object? i have the geometry editing mode but cant edit a face
@arctic valve Mesh Editing in Mesh Viewer? Or Modeling Mode in world view?
Custom event inputs are LOCAL Variables right ? surely passing a value through a blueprint event input doesnt automatically overwrite the blueprints parent version.
the Hand input on LoanHand is a local variable right? not the same as the global blueprint hand right ? unless i manually copy it.
gotcha but what button can i make it select the face?
@arctic valve just click on a face, it will select it
i clicked on it and it does this but does not edit the face i selected. i know there is a button for this. It basically allows you to click on something behind the face but not sure what button i pressed
@arctic valve i'm not sure which button you talk about, i'm not using BSP's, as they are paint to work with
https://i.gyazo.com/e84795a5e17fbfa2b3d069600ee416d6.mp4
i found it, its T. it makes the geometry translucent
On my static mesh, it has UV channels 0,1,2. For the Light Map Coordinate Index numbers. What would i put in the box? Are my options 0,1,2?
I ask because my tires and wheels are coming out all crystallized.
But they look normal in the mesh editor. When i updated the scene they look like the pic above.
managed to get it frame by frame, im at 300ms+ on Slate UI
@arctic valve really? it does nothing for me
yo I need help
its more for bsp geometry
yeah, im in BSP edit mode
@plush yew You ask, and then if anyone knows the answer - you will get it.
oh no it's more of a plz join me type of thing
if people want
I have trouble finding others who want to help, they all seem dormant or not wanting to help
So I really have no idea where to get the help from
you should read the rules <_< no random pl0x join mah team things.
only #looking-for-talent or #looking-for-work channels are exceptions
(read their pinned messages)
Anyone know how to disable snapping of actor rotation when it's close to 90 degree pitch?
SetActorRotation(FRotator(89.95f, 15.f, 0.f));
orientation = GetActorRotation();
print("rot %f %f %f", orientation.Pitch, orientation.Yaw, orientation.Roll);
//Expected: rot 89.950000 15.000000 0.000000
//Actual: rot 90.000000 - 90.000000 - 104.987091
oh ok
having said that, keep at it and eventually you'll find people to work alongside with :)
On my question above, will disabling shadows for fix the issue on my wheels? 🤔
I am lost
Could anyone confirm or deny: for ndisplay on multiple computers do you have to package your project for all the slave computers?
i.e. no editor
those instructions were not clear
that's what the docs suggest
and somehow I messed up
I removed it, and instructions are clear.
you have limited time, so you need to pre-write the answers and paste them
The issue with the actor's rotator snapping happens even if I'm using quaternions. Assigning the actor rotation causes some kind of roundoff or snapping to happen, but only when the pitch is very close to 90 degrees
I can't get the Detour Crowd AI Controller to work at all it seems; I set my AI to use it as their default controller and no behavior changes - is there anything else needed to enable it?
fixed it
great! for next time though, you might want to mention your own skill-level.
And for now I would personally suggest to just try small things like pong, pacman, etc
donkey kong
danky kang
denkikeng
Hey guys, my CPU keep being 100% while building light & in few seconds I get BSOD... this keep happening to me.. the only way I got past that is by using an external software to force lightmass to use 40% cpu only.. anything more than that I get BSOD..
I have high PC specs, & don't get BSOD anywhere else! any ideas?
is your cpu overclocked? you might need to raise your voltage or lower clock speeds
I thought to play with it later..but still didn't come close to it
alright @normal burrow
If I disable shadows from a static mesh, will that grt rid of overlapping uv light maps error??
When using the foliage tool for painting foliage, is there a way to set up groups? eg grassland, underwater, mountain etc
@brisk urchin no
@crimson vector hmm...is it the X - pitch? cause in BPs
0.5 degree is not enough to trigger the snapping, tolerance kicks in around .05 degree
@fierce tulip oh shit, its you
wording!
@next badger I think you have the order wrong, the bug happens when P = 89.95, not when R=89.95
@crimson vector me? i'm not doing anything wrong...
FRotator constructor in C++ is PYR order
OK but you are doing SetActorRotation with P = 15, Y = 0, R = 89.95, and the bug happens when P = 89.95
So your example does not exhibit the bug
I think the bug is because of the RelativeRotatorCache generating a cache hit because the tolerance is too low and there's some kind of gimbal lock issue near P = 90
it doesn't seem to snap to any other value as far as I've been able to see
yeah it just decides "fuck you, your 0.05 degrees don't matter"
I honestly might just use 2 meshes and secretly swap between them at 45 degrees so that pitch is never close to 90
I thought quaternions were supposed to fix these types of problem but the same thing happens there
@crimson vector hm...in ue3 rotator was INT...i wonder if it's still
If their numerics are bad then it could just be unstable at pitch=90 but to me this seems too large an error to be stability, like it dies after 3 digits, I feel there is no way it could be that
@crimson vector if you look in the MATH class you will get some gray hairs
Anyone have any hot tips on reducing editor overhead as much as possible?
We use ue for viz and almost never build, we do everything including presentations and workshops in the editor
run as standalone
One thing I found is having the log window open has a huge impact when it's enormous
you can also run by right clicking the project and selecting "play game"
I can't cause we're changing properties and so on
I guess I could make runtime access to things like changing time of day, saving camera bookmarks, toggling variants
Then have it persisted to editor
Am trying to call my sword actor in my Player BP
so i can change its color from there
but when i do this i need to select it from the Main Screen and it need to be in the screen
but i dont want that
you cant set reference to actor in the editor window
cause your actor is not instanciated
Is there a way of doing that?
you have to do that in realtime, when game is run
its empty cuz it want me to select from the mai nscreen
and i want to put the BP in it some how 😄
@normal burrow blue circle means reference to actor instance
Cuz i do call the BP
When you spawning it, make reference same time. ez 
Where you spawning it?
Get it from returning value and set sword variable from you spawned node
@plush yew when you spawning it, you get a reference to it...you need to save it as variable
as example
Yeah like that
you can pass reference by variable
Thats really cool
didnt thought of that
Alex one last question
The ref here
and the ref i can get from the SpawnActor
will be 100% exacly the same?
exactly
If u dont spawn it one more time. Yes
Imo u dont need to cast it because ur variable already cast'ed
um what?
He meant "the spawnactor ref is %100 same ?" I think
qBersp zoom out
Check this guys
Am trying to call the ref here
but it gives me the effect on the sword
and it breaks here it dosent work am sure am missing something 😄
I took this ref from the SpawnActor which is the sword
and this is point to changing its color
but both of them not on the same Event
SpawnActor on diff event
i don;t get it...
SpawnActor is in the world?
Ok am ganna try to explain it better now cuz i missed your head up 😄
sec i will tkae a video
you have to understand, that everything in the content browser does not exist in game
Look Alex
I want to change my Sword color without using its own blueprint
This is how i am doing it now
I am going into the Sword Bp and changing its color which i dont want to do that
Sec
Actor
This is the sword BP
I am using it to change its color but its too painful
i want to change it from the Player BP if can get A ref for it
how it is spawned?
ok, so, you spawning an actor sword from player bp
This is in the player BP
It spawns normaly with its texture which is what i want
But when i Press R
Which is the skill i showed you u pthere
i want it to change its color
the sword
in another Graph in the the same Player BP
i change the body Color as i press R
As i press R it change the body color and the cape
Am trying to connect the sword here so i can change its color from this place as well
I just want to know how i can get its Ref
Hey anyone know how to make a click to target targeting system?
Multihit trace at click, select target based on best dot product of direction and relative location
@plush yew is it ok that your emitter attached node is not plugged?
@plush yew also, check the parameter names ...it says cor for color
@dense gate would you mind giving me an example?
Can't right now, PC is off and will take a while
@plush yew it looks fine
It's mostly just filtering through vectors generated from hits tho
what did you mean by multi trace hit?
Multihit trace
Basically, instead of stopping at the first hit, it returns an array of all hits instead
@plush yew yep...but you don;t need that...as you trying to access it from the same bp that spawned it
i did as you told me
you multiline trace?
I generally use shape traces as there's no particular cost
@plush yew target must be static mesh component of the sword actor
i think thats making the problem for it not to work
shape traces?
Or at least nothing noticeable, I'm able to run such traces per tick on a client
this is the sword Bp
Sphere, box, capsule, etc trace
okay so multibox trace by channel
@plush yew oh...it's skeletal mesh...is your material set to work with skeletal meshes?
it will render black if not
That would be a problem?
@plush yew yep...you cant assign material that has no checkbox use with skeletal meshes, as ue4 has to compile proper shaders for it
ue4 generally automatically sets those, when you apply the material manually, but since you do that on the fly it can't
No way i can fix it?
From where you opened this tap 😄
@plush yew it's material settings
@next badger really thanks mate
it worked
you saved me a ton o time
of time*
sorry for asking too much
nap time then...6:30am
To test it out, set trace start to <player character location> and trace end to <player character location + 1000,0,0>
Also having a branch with the return value is ambiguous
The return value is if the trace has hit anything and would be the same for all loop body executions
still not working
Are you consuming the left mouse button input somewhere else?
I changed it to right click and it's not working either
To test it out, instead of linking to the line trace, print a string instead
Or if you have a second monitor, debug it
can you make quixel assets destructible?
Yes, but that'd be making them have even more tris
Consider your performance before taking on that adventure
oh
how would you detect lets say a ragdoll hitting a wall to create bloodsplater or like decals on ground where it scrapes?
Use an on hit event
Component hit event
never plays it :/
Did you enable it for that component?
ya
Your collision is set properly?
i think so
nothings showing in the debug except for enemy locations
@dense gate May I DM you so you can help me out later? I'm about to head to bed
Does the trace radiate from your location?
