#ue4-general

1 messages · Page 676 of 1

copper flicker
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renzu.. the problem is I rewrite that variable

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meanwhile

lament saddle
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Is "chosen boost" an enumerator?

copper flicker
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yes

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but it doesn't amtter

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it could be an array

zealous cloak
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nope no switches and it worked with unreal 4.18

grim ore
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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

zealous cloak
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so i guess its not a broken joystick

copper flicker
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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

lament saddle
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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.

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... so that you're not setting the variable while it's being "used"

copper flicker
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so I need to keep making ... something like new duplicates

smoky sonnet
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why is this so?

copper flicker
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I can't have a No Boost for all boosts

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I have to close the correct boost

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not a random one, and not all of them

smoky sonnet
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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

copper flicker
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I was hoping I can start a new branch.. of sorts. every time I produce a new Boost

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like spawning a duplciate

grim ore
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@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

lament saddle
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@copper flicker are you running multiple "boosts" simultaneously? If so, is it a fixed number of boosts?

zealous cloak
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@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

grim ore
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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?

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@plush yew no, you cannot write data to a data table at run time.

copper flicker
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@lament saddle yes. 6 boosts in total. and I want to be able to run 2 or more at the same time

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like a life and speed boost

lament saddle
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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.

copper flicker
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I never overlap 2 lives or 2 speeds

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hmmm... easier said that done

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so u mean I need a different data type

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I already tried an array of boosts

smoky sonnet
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@grim ore is it possible to disable hdr and enable it by blueprints because the node enable hdr dont work

naive comet
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can anybody help me with this probelem, my probelem is when i look anywhere my mesh rotates the same way my camera does?

copper flicker
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I end up with the same problem. isntead of overwriting the boost, I overwrite the index

zealous cloak
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@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?

copper flicker
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ss3d, look at what's parented under what, and what you are rotating.

lament saddle
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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

grim ore
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@zealous cloak after you get the input axis, the input event in your blueprint, subtract. It might be the easiest there

naive comet
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when i look down my character rotates with the camera?

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can anybody help me

zealous cloak
naive comet
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looking forward

grim ore
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yes your input comes in from the controller, you make it different by subtracting, then set your input on the vehicle

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dude... seriously lol

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give people a chance to read and respond

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the use controller XXX stuff is what needs to be adjusted

naive comet
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i have

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but still not working

grim ore
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what are yours set to?

naive comet
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yaw yes and pitch yes

grim ore
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the pitch yes is why it is happening

naive comet
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thank you but when i look down i can not move

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srry im new here

grim ore
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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

zealous cloak
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@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

keen quartz
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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.

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Do you have any "out of the box solutions" (I'm using FMOD for the audio) that you can recommend?

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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.

rotund scroll
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@zealous cloak you might want to check this is the case for all your supported inputs

zealous cloak
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will do that tomorrow dont have asecond controller

radiant haven
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Guys I found Out THat On Component Hit Doesnt work

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it doesnt do anything

dim dragon
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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?

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Like I imagine each is better or more convenient or more efficient for specific tasks than the other one is.

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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".

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My devs are bickering.

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Fun times.

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Well, our devs lol

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They came over from C++ and are not enjoying the times they have to use blueprints.

abstract relic
dim dragon
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Thanks :3

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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.

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Our bp devs are very very comfortable and chugging away getting stuff done.

sweet relic
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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.

astral wave
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Hello guys, what was the point of FField for childrenproperties which came after UField ?

obsidian lily
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hey everyone

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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?

grim ore
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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

sweet relic
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Service is probably best for that

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its meant to run check/code on an interval

frail sail
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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

grim ore
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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 😦

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was hoping there were other tricks I was missing in there

frail sail
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btw total mesh 2k. i should i get 2k draw calls at least

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weird

lament saddle
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@frail sail yeah they added an auto-instancing feature to UE4 a couple versions ago. IDK the ins and outs of it, though.

frail sail
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Yikes

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i didnt know

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omg

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i will look about that thank you man

ashen frost
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Anyone working on story projects

scarlet birch
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sort of. Taking a screenwritting/ novel outline process and using it to refine my games structure

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trying to work out a deal with an author I know to work together on something.

gleaming lotus
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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.

obsidian lily
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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

indigo veldt
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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

fierce tulip
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@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

obsidian lily
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yeah, I guess I just don't want to end up in a dead end

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I am imagining using morph targets to randomize NPCs, but I'm worried it'll be too expensive somehow that I can't foresee

fierce tulip
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sometimes you can get away with them being regular static meshes with some vert anims. but it all depends on the needs

worn granite
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Really just depends on your art pipeline

obsidian lily
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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

fierce tulip
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not even EA did it like that with sims4 because its rather complicated.

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child/male/female are separate models

obsidian lily
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but I don't know much about the internals of doing that. Would so many targets be too memory intense? Would it break instancing?

fierce tulip
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depends on the game and usage

obsidian lily
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complicated because of animations, maybe?

fierce tulip
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animations where shared between genders

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though I bet nowadays with retargeting etc its not as much a problem

obsidian lily
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"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

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so it's first person, I'm walking around having little dialogs with people that I find, stuff like that

fierce tulip
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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)

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but generally you'd still divide between genders/children. IF you arent using a whole spectrum of genders

obsidian lily
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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

fierce tulip
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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

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else just experiment and gain experience

remote gyro
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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

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Not jump straight into unreal engine

oblique trench
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Actually no

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Take a role instead of bettering whole of it

obsidian lily
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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 :/

fierce tulip
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looks at ue4, photoshop, knald, substance apps, quixel apps, 3dcoat, zbrush, 3dsmax, houdini, and more

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you'll need to learn a loooot of things

normal burrow
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Houdini

remote gyro
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Basically I notice UE4 is supposed to be the last step

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Not first step

craggy flax
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houdini is still something I need to pick up

fierce tulip
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its the first, middle, and last step, and anything in between

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though me and Jan always joke that the first step is to make a new folder.

remote gyro
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I’ll get i master Blender first then

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I thought the first step is to turn on computer?

oblique trench
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don' be master just learn

craggy flax
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^ you can get by with just knowing the basics of blender and making the models you need without them being master quality

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you arent going to be getting hired as an artist

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but if thats not your goal you can simply make stuff good enough to prototype etc

hoary locust
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I'm getting by with Painter, Zbrush, Maya, Mixer, and Houdini

fierce tulip
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you learn as you go, and as you learn more, you imporve more, so eventually you go back and improve what you made.

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which is why a lot of devs do the first level/stage/whatever last

spare sun
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donut > coffee mug

oblique trench
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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

craggy flax
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Ive been working as an artist and want to get into the more technical and design side myself

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something im working on atm actually

fierce tulip
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^ gymgoals

craggy flax
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right?

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lol

fierce tulip
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halfway there!

craggy flax
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I also have a body

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;p

dusky inlet
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lmao

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I was about to say "the hair" but I didnt want to be rude

spare sun
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wheres dem nipples

craggy flax
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no need for nipples. TBH its already too destailed

hoary locust
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@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.

craggy flax
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making an rts

oblique trench
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In blender I almost tend to do hard surface modelling that is enough for me even i have knowledge about sculpting, rigging etc..

obsidian lily
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@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

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which I know is unusual as NPCs are generally just background macguffins. but not in my case

hoary locust
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seemed to me like you were only talking about having them look different

fierce tulip
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there is a financial reason to why not all npc's are fleshed out though

obsidian lily
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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

hexed hornet
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So basically sims?

obsidian lily
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well, the game is nothing like the sims, but for this specific feature it's similar, except first person view

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so you're looking right at them, not just looking down from a distance

fierce tulip
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sims4 nowadays has first person hehe

craggy flax
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does sims have story?

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Ive never played

fierce tulip
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my english today is really.... really sucky

hexed hornet
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It’s more of a virtual life

fierce tulip
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there are story-ish dlcs nowadays, but its 99% meh

oblique trench
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you write your story

craggy flax
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ok so theres no story 😛

hoary locust
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yeah thats like saying a piece of paper has story

hexed hornet
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Well it does

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Each piece of paper has its own story 🙂

hoary locust
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a very exciting one i bet

fierce tulip
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frankly the only character I care about in the sims is my cat :p

hexed hornet
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I’ve married death before in sims

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Was nice

craggy flax
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cuts deep

oblique trench
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You guys cool

hexed hornet
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No I

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No u*

fiery mortar
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I scaled the skeletal mesh in the editor but I can't save it anyone knows why?

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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

fierce tulip
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blender uses 0,01 or 1000x the size and uses Y-up I think

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though.. more a random guess

fiery mortar
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But why can't I edit in the editor? @fierce tulip

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Or more like sae

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Save

fierce tulip
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its more a, better to fix it in your authoring app, else ou'll have a bad time along the way

grim ore
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Is there a way to run a behaviour tree on a player controlled character?

urban basin
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any unreal - blender live bridge existing now ? i tried to look it up i saw news and few not very good ones

loud valve
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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 😦

hexed hornet
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Uhhhh I would if I was home

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I can’t recall what the node is called

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I don’t think so

dusky inlet
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you set the game mode for each level individually, done

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world settings

loud valve
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you can do it in the level bp

dusky inlet
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it does. You set your game mode there, then open up the next level, set a different one there

thick herald
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@grim ore yes, just do it as you would an NPC

dusky inlet
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🤔

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been a while since I did normal game dev but thats how it used to work at least

hexed hornet
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Wouldn’t it technically be the same world settings with both

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I’ll help when I get home

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I should be home in like 30

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I think for the mouse thing

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On event play > get player controller > set mouse cursor and set that to true

grim ore
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@thick herald There is no AI controller to run the BT on if you are possessing it

hexed hornet
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It’s mouse something

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I can’t recall entirely

grim ore
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Get Player Controller -> Set Show Mouse Cursor ?

hexed hornet
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^

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It should be that

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It should

thick herald
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@grim ore ahh, I just added the run BT into the player controller

grim ore
hexed hornet
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^

grim ore
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@thick herald I did that and it wouldnt work for me, i must be missing something

hexed hornet
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“Set mouse cursor

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No show l

grim ore
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because you have context sensitive on and you are not pulling off the player controller

thick herald
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Hmm, I didn't do anything special. I checked before replying. only task I had was a print screen 🙂

hexed hornet
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Right click anywhere and try get player controller

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You’re not in the right BP for one

grim ore
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@thick herald yep no luck here, the run BT node takes in an AI Controller so it wont work on a PlayerController

hexed hornet
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Then do the same thing but set it to untrue when you want to remove it

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@plush yew

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You run it off of the same one

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That’s why you reconnect it

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...

thick herald
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I may have accidently used a AI controller. Oops, sorry my man

hexed hornet
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I’ll help more when I get home

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And you can screen share to show me exactly where you’re trying to put it

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I think it’s called just that

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Just type in viewport

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And it should pop up

lime gull
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I just need a quick thing

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So I have an actor that will take the players location and move towards it, and once it reached the location it stops

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I want it to continue going in the direction

grim ore
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@lime gull is it a character or something else?

lime gull
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Its just an actor with a sprite

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These are the blueprints I have

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once it reaches target location it just stops, but id like it to continue going in the same directions

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Could I replace transform with direction?

grim ore
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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

hexed hornet
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@plush yew I’m home

spare sun
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dont you just substract the current loc from target loc and normalize for direction?

urban basin
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quick question does unreal support pixar USD files ?

lime gull
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That seems to break it

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This just makes it stay in the target location again

brave gate
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@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

urban basin
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@brave gate i see

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@brave gate thanks ^^

lime gull
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I suck at math Ive got no clue what anything is doing haha

plush yew
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do gameplay programmer need to can work on fixing things or to can make game systems?

smoky sonnet
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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 😄

plush yew
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do gameplay programmer need to can work on fixing things or to can make game systems?

spare sun
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do you do it on tick? @lime gull

lime gull
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Yea

rotund scroll
spare sun
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do normalized x speed x deltatime

lime gull
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For what?

smoky sonnet
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Your posts will be placed in moderation queue awaiting approval. Future posts will no longer be in queue after you are approved for the first time.
Note: Posts in moderation queue are invisible to all regular users, please do not double post.

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cringe

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wow

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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
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thats my post

spare sun
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to be fps independent. It stays in target location because it gets there in several frames before you even see it moving

lime gull
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@spare sun

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?

spare sun
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ye try it

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its gonna be choppy though because you add coords x speed multiplier

lime gull
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It overshoots the location a little (So it doesnt hit the player) and when It reaches a certain point it stays still again

spare sun
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it stops because it checks target location on tick

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you need to set the vector once and then use it as a variable if you wanna keep direction

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aka run this only once
direction = Normalize(targetLoc - myLoc)

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midtick it sees the character is behind and direction vector starts pointing back, that's why it stops

lime gull
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But I have all that under a Set actor location thing

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SO if I do that once wont it only move 1 block in the direction

spare sun
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check direction per shot

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not per tick

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the rest can be per tick

lime gull
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Im not sure that that means per shot ) 😬

spare sun
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basically once you shoot the projectile

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or bullet or whatever you wanna move with this

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this (aka direction vector) has to be checked only when it starts moving and stay the same for the rest of the movement

lime gull
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so add that to a variable?

spare sun
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sure

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the most important part is not checking it every tick

lime gull
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Alright so it keeps moving now

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But it still doesnt aim directly at the player. It aims a little down

spare sun
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depends what you set as target coordinate

lime gull
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Player location - Actor Location

spare sun
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some objects have pivot points at the bottom

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if you got different target sizes you can just take bonding box and average out the center

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on z axis

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or you can just do a quick and dirty fix and add a bit to the z right now just for testing purposes

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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

lime gull
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Can I make the Z a random number in a range? That way itll sometimes undershoot or overshoot, making it like someons actually aiming

spare sun
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actually yes, you can

lime gull
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And how do I set that as 1 axis value?

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Oh Vector set node?

spare sun
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you multiply the value by some arbitrary number and add it to the target z

grim ore
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You can right click a struct (so vector 3) and split it into the individual values (X,Y,Z)

lime gull
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I made it go backwards haha

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I take it this is not the correct setup?

spare sun
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you can right click on one of those yellow pins

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press 'split struct'

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on the target vector though

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the one you made a variable with

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@lime gull

lime gull
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Do I just plug the Add value to the variable?

spare sun
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haha sec this blueprint is really starting to confuse me

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this is the target location right

lime gull
spare sun
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yea

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if its the target location just add

brave gate
fierce tulip
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^

lime gull
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Oops sorry about that

random summit
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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

fierce tulip
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wording sam

grim ore
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Anyone have a solid idea on how to control a character (movement,camera rotation) and have it controlled by a behaviour tree?

brave gate
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these concepts contradict each other 😉

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you can switch pawn between AI Controller and Player Controller, sure

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but both at the same time?

grim ore
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the AI controls stuff like finding targets, and attacking. the player controls moving. think of Final fantasy 12

random summit
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i'm download asset packs and all it installs is empty folders, any ideas?

brave gate
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EQS would work for anything, doesn't matter if this controlled BT or different way

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so that's for "filtering for targets" part...

fierce tulip
#

have you tried adding them to a project? @random summit

grim ore
#

can you use EQS without the behaviour tree (never used EQS)

random summit
#

ye, they're in here but its just a buncho of empty files with no content at all

brave gate
#

used that even for finding spots for particles 😄

#

I don't recall making BT for it

#

let me look at the engine 😉

grim ore
#

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.

fierce tulip
#

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

grim ore
#

right now the BT works great I just cant control the player camera or movement while it does its thing

brave gate
#

yep, player input is not a part of AI Controller at all 😉

random summit
#

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

brave gate
#

every input would invalidate AI's movement, etc

#

interesting problem to solve 😛

grim ore
#

nah

fierce tulip
#

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.

grim ore
#

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

brave gate
#

what about making quasi-player controller - actor with its Input Component which would get the input and pass to your AI controller?

random summit
#

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

grim ore
#

thats what I am doing but the controller is not on the item being controlls so the rotation stuff doesnt work

brave gate
#

ah, ha 😄

grim ore
#

since it pulls in the current rotation and stuff from the controller

brave gate
#

froom the AI controller?

grim ore
#

yeah its a funky issue. My current idea is to make a ghost character I control and just have the AI mimic it

brave gate
#

it's getting confusing 😄

fiery mortar
brave gate
#

like, you can make AI Controller rotate, and pawn would use controller rotation? do I think properly? 😛

fierce tulip
#

fix your infinite loop

#

:p

rotund scroll
#

@grim ore I'm doing camera behavior in a BT

grim ore
#

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

brave gate
fiery mortar
#

@fierce tulip I mean not wrong 😄

brave gate
fiery mortar
fierce tulip
#

< not a blueprinter

grim ore
#

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

rotund scroll
#

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?

grim ore
#

@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

rotund scroll
#

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

brave gate
#

these weird Japanese people and their games 😄

vocal copper
#

dayuuuuuuum a real @grim ore

#

big fan 🙂 sorry for off topic 🙂

grim ore
#

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

rotund scroll
#

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?

grim ore
#

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

rotund scroll
#

you could probably do some hierarchical structuring to avoid architectural pitfalls, e.g. let player controller control AI controller, which then controls pawn

grim ore
#

and if its the AIC, then your PC is somewhere else and its controlling something else directly

rotund scroll
#

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?

grim ore
#

I dunno if you can figure it out let me know

rotund scroll
#

in either case it shouldn't be difficult to extend a pawn class that could do both

grim ore
#

if you are possessing a character you cant get the AI controller (its null)

rotund scroll
#

setting up input controls in the AI controller is no go?

grim ore
#

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

rotund scroll
#

so AI controller can't use set control rotation?

grim ore
#

got a few things to try was just hoping someone had this same issue and solved it lol

brave gate
#

"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

vocal copper
#

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 😄

brave gate
#

I've done point-n-click movement on player controller once 😉

rotund scroll
#

@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

brave gate
#

it just needs a Pawn 😛

rotund scroll
#

right but it's just a latent wrapper for the Move To node

brave gate
#

yes, but I'm not sure what you're trying to say 😛

#

it doesn't require AI Controller

grim ore
#

yep thats the issue, the AI Controller

rotund scroll
grim ore
#

the AI Move To is not really an "AI" required node

brave gate
#

yeah, but the screenshot from BT node?

rotund scroll
#

@grim ore pretty sure it's a wrapper for a Move To node that just has exposed delegates

#

which again requires an AI controller

grim ore
#

nope your right, its was the simple move to XXX nodes that I was thinking of, they dont need the ai controller

rotund scroll
#

@grim ore perhaps it is worth investigating if you could make the AI controller extend as a component and use that on your pawn?

grim ore
#

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 🙂

rotund scroll
#

tbh it does sound like a case that should be a doozy to implement

brave gate
#

@grim ore are you familiar with C++?

grim ore
#

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

brave gate
#

yep, but would a really frustrating to try guess what would work w/o reading code 😛

#

in such case 😉

grim ore
#

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

rotund scroll
#

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

brave gate
#

although it looks like bUseControllerRotationYaw should work for AI Controller too

grim ore
#

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

brave gate
#

:p

#

😄

grim ore
#

yeppity yep just took a bit to debug where the actual break down was at

rotund scroll
#

custom AI controller that returns true for IsLocalPlayerController 🤔

#

nah it still casts

#

ah well

brave gate
#

try that on AI Controller

#

it's AController method

grim ore
#

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

brave gate
#

🙂

loud valve
#

Is this possible to change spline component thickness visualize in viewport ? sometime its hard to see it

rich reef
#

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 ❤️ )

loud valve
#

@rich reef Yeah just right click on the camera and "Snap view to object".

grim ore
#

@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 🙂

rich reef
#

Cool, what about my first question tho? ❤️

loud valve
#

Why would you want to do that?

rich reef
#

So that it pivots around the character (setting up a third person cam)

loud valve
#

Also RMB > Pivot set as new pivot

rich reef
#

Okay, just to make sure you get me right, I mean the pivot that the camera will be rotating around while in-game

loud valve
#

I would use a Arm

rich reef
#

(Its a player camera)

#

arm, okay

loud valve
#

Springarm sorry

#

Add component on the character > Sprinarm > Camera. Connect the camera t o it

rich reef
#

Alrighty, I will dew it right away

#

Do I parent the camera to the spring arm?

loud valve
#

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

rich reef
#

(Its called parent in UE4 right?)

loud valve
#

yes

#

well child.. the arm is the parent.

rich reef
#

Noice, thanks for the help

#

Btw, since I already positioned the camera

#

Do you have any tips for like, maintaining its current position?

loud valve
#

NP also check the details settings of the arm okay? You can do nie things! Like setting up the arm length

#

*nice

rich reef
#

I will

loud valve
#

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? 😬

rich reef
#

Idk what GTA1 cam is, but Im using dat one for my minimap

#

(lol, maybe a cheap solution)

loud valve
#

@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

rich reef
#

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

loud valve
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

loud valve
#

Yeah I know him, I started with videos like that too. But he sometimes rushes important info and does not always do things.. clean

normal burrow
#

what is funny about gta1 is it had a pager mechanic that wasn't a complete: look at how stupid pagers are

loud valve
#

Yeah its how GTA started

rich reef
#

Eh well, you can fix up the stuff he teaches afterwards lol

loud valve
#

haha true

rotund scroll
#

sometimes

normal burrow
#

gta1 was like: pagers are real, and they are useful.

rotund scroll
#

technical debt exists for a reason though

normal burrow
#

because it was the 90s

rotund scroll
#

and it's a pain in the ass

loud valve
#

good old days man, the days you did not have things like Corona 😛

normal burrow
#

👴

rich reef
#

Do you guys know if its possible to get the current world location somehow (So that it wont move when switching over to world)?

rotund scroll
#

switching over to world like you do doesn't do what you think it does

rich reef
#

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

rotund scroll
#

spring arm socket location - current location in relative

#

do the math

rich reef
#

rip :l I dont like math

rotund scroll
#

you're in the wrong business then

rich reef
#

Ik lmao

grim ore
#

lol side effect on using AI for all the players... you don't have the correct player character when you get player character lol

sweet relic
#

Is it possible to define a custom scalability mode?

scarlet birch
#

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

grim ore
#

@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

hexed hornet
#

does anyone know how I'd go about setting up a "mouse click to target" targeting system?

craggy flax
#

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

loud valve
#

@grim ore Its within a BP. But I just want to thicken the line thickness

signal jetty
#

@loud valve I missed u

grim ore
#

@loud valve If its a component there is a Scale Visualization Width checkbox

scarlet birch
#

I've looked and have never seen that

mighty oak
#

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...

coral bolt
mighty oak
#

ctrl drag

fierce tulip
#

hold ctrl

weak zinc
#

Hey there, what's the best channel to ask a chaos related question? Thanks for your time

normal burrow
coral bolt
#

Thanks so much!

weak zinc
#

ok!

coral bolt
#

You just saved me half an hour

loud valve
#

thanks!! @grim ore

blissful willow
#

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?

ancient lotus
#

can you show what you mean by sits flat?

lime gull
#

My game instance variables reset when changing level

supple osprey
#

hello

brisk urchin
#

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?

rotund scroll
#

@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

hexed hornet
#

I have a couple questions if someone doesn't mind dming me and helping me out

rotund scroll
#

just ask them here

brisk urchin
#

@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?

grim ore
#

converting my game from player control to AI control completely broke like all my stuff lol..... but hey it works

rotund scroll
#

just visual, so if you can get around it's fine

hexed hornet
#

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

rotund scroll
#

how does the targeting work from the player's side?

brisk urchin
#

@rotund scroll thank you. tatLove

hexed hornet
#

they would click on the target to target them

rotund scroll
#

cool

#

so where you click on the target and select them, your click recognizes an enemy yes?

hexed hornet
#

yep

rotund scroll
#

then when your click recognizes that enemy, you can use that enemy's variable to set it to visible

plush yew
#

Why does UE 4.24.3 crashes ALL THE TIME ?

#

I can't use the Editor for more than 10 minuts.

rotund scroll
#

dunno what to tell you man

plush yew
#

I don't have this problem with 4.21

rotund scroll
#

mines been running flawless for a couple hours now

grim ore
#

try an older NVidia driver if you have newer card especially a 20x0 series

hexed hornet
#

Cranz^

ashen frost
#

to update to unreal 4.24, do I have to install a second unreal program?

grim ore
#

you dont update major versions, you install them side by side

rotund scroll
#

@hexed hornet show me how your code looks for when you click an enemy

grim ore
#

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

ashen frost
#

kay go it, thanks

hexed hornet
rotund scroll
#

or at the end too

#

doesn't matter

hexed hornet
#

So what I sent was right?

wet oak
#

Volume camera blocking dosent work, near camera cliping dosent work, spring arm settings dosent work. HELP 😦

rotund scroll
#

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

hexed hornet
#

Yea that'd be preferable thanks

ashen frost
gentle agate
#

Most likely a zombie process. You could logout and login and try again or try find the rogue

plush yew
#

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

#

What does that mean ?

serene birch
#

drivers crash or gpu crash

#

or just the windows protection against "slow" rendering operations

plush yew
#

I don't have this on 4.21.

serene birch
#

doesn't mean much

#

rendering engine changed, can trigger a whole new world of driver bugs or gpu failing transistors

keen moss
#

is there a way to achieve displacement on UE4 decals?

grave nebula
#

Potentially. But if you think about, decal with displacement simply can't exist.

tough falcon
#

@grim ore hey man, good videos!

fiery mortar
#

guys

#

this is driving me crazy

#

I open a different project use the SAME thirdpersoncharacter and it works

serene birch
#

is it possible with RVT based decals?

fiery mortar
#

this happens

#

like there is nothing different how could this be

grim ore
#

there has to be something different no?

fiery mortar
#

I literally copied the same thing

#

the default thirdpersoncharacter

hexed hornet
#

@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

grim ore
#

if you show the call stack what does it show?

#

@hexed hornet use the blueprint find window in the windows menu

fiery mortar
bitter iris
#

any reason why 4.24.3 is so laggy?

#

even with nothing loaded

scarlet birch
#

delete the event node and then place it again.

grave nebula
#

@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.

serene birch
#

there is a RVT of type "world height" so it might be something you can use 😛

#

nice typo btw 😮 (Mateiral Type)

rotund scroll
#

@bitter iris if you have the newest display drivers, revert

#

if not, update

bitter iris
#

4.23 works completely fine so why would 4.24 be any different?

split crane
#

@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.

rotund scroll
#

well do you want it to work or not

bitter iris
#

so both my PCs have a driver problem on 4.24.3 only

#

?

scarlet birch
#

I had to switch to the Nvidia studio drivers after upgrading to 4.24. Prior to that it was constantly crashing.

rotund scroll
#

it's a simple question really

fiery mortar
#

@scarlet birch nope deletending the node and adding didn't work either

#

this is so weird man

scarlet birch
#

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.

fiery mortar
#

yeah but this is the default character shouldn't it work anyway

scarlet birch
#

Is this a project you moved to a new engine version?

fiery mortar
#

nope

#

I was trying to learn about animation character then decided to take all back

#

and now even the default one doesn't work

ashen frost
#

@split crane did you do all the animations on unreal or 3rd party

scarlet birch
#

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.

fiery mortar
#

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

grim ore
#

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

fiery mortar
#

I tried that

#

it didn't work

grim ore
#

what didnt work? same error, didnt import, computer crashes, cat exploded?

fiery mortar
#

lol

#

same error

#

which is infinite loop

grim ore
#

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

tough falcon
#

@fiery mortar can you share the infinite loop bp and the message?

fiery mortar
#

@grim ore well apperantly yes

tough falcon
#

zoom out of that right vector?

#

what is it hooked with

fiery mortar
#

nothing

tough falcon
#

to the left

fiery mortar
tough falcon
#

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

fiery mortar
tough falcon
#

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

fiery mortar
#

omg

#

why are we here

#

just to suffer

#

this will never end

#

now another red box

#

and this is the default one

scarlet birch
#

If you systematically go over it node by node you'll find the problem.

void kraken
#

Does anyone know why using UE4 crashes when initializing TrueSky?

brisk urchin
#

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?

scarlet birch
#

Yes.Yes.

#

You can also adjust when they change to different lods

brisk urchin
#

Will it take a hit on performance and or render times if I do that?

rotund scroll
#

yes

scarlet birch
#

maybe. probably.

#

You can tweak the settings and change how much each LOD reduces things

brisk urchin
#

Where's that setting to adjust when they change? 😮

scarlet birch
#

In the details when you open the mesh in the editor, I think.

grim ore
#

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

brisk urchin
#

@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.

scarlet birch
#

Tweak it, anything automated like that isn't going to be perfect for every use case

grim ore
#

yep ^^^

tough falcon
#

@void kraken true sky is massive in terms of size...

grim ore
#

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

brisk urchin
#

@scarlet birch i see the LOD picker when I open the tree in the mesh editor.

tough falcon
#

better yet, zoom in on the grass and check the crappy antialiasing

rotund scroll
#

yeah you're never going to get around LODs

scarlet birch
#

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.

plush yew
#

@keen moss I saw someone do that on the forums.

#

A while ago.

grand stratus
#

hola

grim ore
#

heya

arctic valve
#

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

next badger
#

@arctic valve Mesh Editing in Mesh Viewer? Or Modeling Mode in world view?

arctic valve
next badger
#

oh...BSP editing

#

it's not a geometry

rancid lynx
#

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.

arctic valve
#

gotcha but what button can i make it select the face?

next badger
#

@arctic valve just click on a face, it will select it

arctic valve
#

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

next badger
arctic valve
#

i found it, its T. it makes the geometry translucent

brisk urchin
#

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.

bitter iris
next badger
#

@arctic valve really? it does nothing for me

plush yew
#

yo I need help

arctic valve
#

its more for bsp geometry

next badger
#

yeah, im in BSP edit mode

#

@plush yew You ask, and then if anyone knows the answer - you will get it.

plush yew
#

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

fierce tulip
#

you should read the rules <_< no random pl0x join mah team things.

#

(read their pinned messages)

crimson vector
#

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
plush yew
#

oh ok

fierce tulip
#

having said that, keep at it and eventually you'll find people to work alongside with :)

brisk urchin
#

On my question above, will disabling shadows for fix the issue on my wheels? 🤔

plush yew
#

I am lost

gilded plinth
#

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

plush yew
#

those instructions were not clear

gilded plinth
#

that's what the docs suggest

plush yew
#

and somehow I messed up

fierce tulip
#

I removed it, and instructions are clear.

#

you have limited time, so you need to pre-write the answers and paste them

plush yew
#

man I seen some guy with a paragraph

#

what the...

crimson vector
#

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

light vigil
#

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?

plush yew
#

fixed it

fierce tulip
#

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

normal burrow
#

donkey kong

ancient lotus
#

danky kang

normal burrow
#

denkikeng

ancient lotus
#

dentiekong

#

dang sam are you writing a book?

#

here comes volume 2

calm igloo
#

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?

ancient lotus
#

is your cpu overclocked? you might need to raise your voltage or lower clock speeds

calm igloo
#

nope

#

didn't touch OC

normal burrow
#

samwid lets bring hardware talk to #lounge

calm igloo
#

I thought to play with it later..but still didn't come close to it

#

alright @normal burrow

brisk urchin
#

If I disable shadows from a static mesh, will that grt rid of overlapping uv light maps error??

thin tendon
#

When using the foliage tool for painting foliage, is there a way to set up groups? eg grassland, underwater, mountain etc

fierce tulip
#

@brisk urchin no

next badger
crimson vector
#

0.5 degree is not enough to trigger the snapping, tolerance kicks in around .05 degree

ashen frost
#

@fierce tulip oh shit, its you

next badger
#

my argument was about X not being pitch...but roll

fierce tulip
#

wording!

crimson vector
#

@next badger I think you have the order wrong, the bug happens when P = 89.95, not when R=89.95

next badger
#

@crimson vector me? i'm not doing anything wrong...

crimson vector
#

FRotator constructor in C++ is PYR order

next badger
#

in BP its RPY

crimson vector
#

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

next badger
#

so it's the same in bp

crimson vector
#

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

next badger
#

@crimson vector hm...in ue3 rotator was INT...i wonder if it's still

crimson vector
#

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

next badger
#

@crimson vector if you look in the MATH class you will get some gray hairs

crisp fable
#

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

next badger
#

run as standalone

crisp fable
#

One thing I found is having the log window open has a huge impact when it's enormous

next badger
#

you can also run by right clicking the project and selecting "play game"

crisp fable
#

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

frail sail
plush yew
#

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

next badger
#

you cant set reference to actor in the editor window

plush yew
#

i want to call it from its main BP

#

Yes Alex?

next badger
#

cause your actor is not instanciated

plush yew
#

Is there a way of doing that?

next badger
#

you have to do that in realtime, when game is run

normal burrow
#

think of that like a slot to point at your sword

#

its empty

plush yew
#

its empty cuz it want me to select from the mai nscreen

#

and i want to put the BP in it some how 😄

next badger
#

@normal burrow blue circle means reference to actor instance

plush yew
#

Cuz i do call the BP

frail sail
#

When you spawning it, make reference same time. ez ez

plush yew
#

Spawn it

#

Noira please explain ❤️

frail sail
#

Where you spawning it?

plush yew
#

My hand

#

its a weapon

frail sail
#

Get it from returning value and set sword variable from you spawned node

next badger
#

@plush yew when you spawning it, you get a reference to it...you need to save it as variable

plush yew
#

That refrenece i can use it anywhere?

#

and it wont effect?

next badger
frail sail
#

Yeah like that

next badger
#

you can pass reference by variable

plush yew
#

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

frail sail
#

If u dont spawn it one more time. Yes

#

Imo u dont need to cast it because ur variable already cast'ed

next badger
#

um what?

frail sail
#

He meant "the spawnactor ref is %100 same ?" I think

normal burrow
#

qBersp zoom out

next badger
plush yew
#

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 😄

next badger
#

but where the BP_DarkSword points to?

#

the variable you have there

plush yew
#

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

next badger
#

i don;t get it...

plush yew
#

Its my bad i know

#

Am thinking about blueprint communication in the wrong way

next badger
#

SpawnActor is in the world?

plush yew
#

Ok am ganna try to explain it better now cuz i missed your head up 😄

#

sec i will tkae a video

next badger
#

you have to understand, that everything in the content browser does not exist in game

plush yew
#

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

next badger
#

ok...but what sword is?

#

component?

#

actor?

plush yew
#

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

next badger
#

how it is spawned?

plush yew
#

From Player BP

#

sec i will show you

next badger
#

ok, so, you spawning an actor sword from player bp

plush yew
#

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

hexed hornet
#

Hey anyone know how to make a click to target targeting system?

dense gate
#

Multihit trace at click, select target based on best dot product of direction and relative location

next badger
#

@plush yew is it ok that your emitter attached node is not plugged?

plush yew
#

I was just testing

#

removed it 😄

next badger
#

@plush yew also, check the parameter names ...it says cor for color

hexed hornet
#

@dense gate would you mind giving me an example?

plush yew
#

Yup thats not the problem

#

Alexey

dense gate
#

Can't right now, PC is off and will take a while

next badger
#

@plush yew it looks fine

dense gate
#

It's mostly just filtering through vectors generated from hits tho

plush yew
#

Am just trying to do something like this

#

for the Sword Actor BP

hexed hornet
#

what did you mean by multi trace hit?

dense gate
#

Multihit trace

#

Basically, instead of stopping at the first hit, it returns an array of all hits instead

next badger
#

@plush yew yep...but you don;t need that...as you trying to access it from the same bp that spawned it

plush yew
#

i did as you told me

hexed hornet
#

you multiline trace?

plush yew
#

Am trying to access it from the same return value as i spawn it

#

but look

dense gate
#

I generally use shape traces as there's no particular cost

plush yew
#

As i connect it

#

this First Effect shows up

next badger
#

@plush yew target must be static mesh component of the sword actor

plush yew
#

i think thats making the problem for it not to work

hexed hornet
#

shape traces?

dense gate
#

Or at least nothing noticeable, I'm able to run such traces per tick on a client

plush yew
#

this is the sword Bp

dense gate
#

Sphere, box, capsule, etc trace

hexed hornet
#

okay so multibox trace by channel

dense gate
#

For example

#

I generally use sphere but it's generally preference

next badger
#

@plush yew oh...it's skeletal mesh...is your material set to work with skeletal meshes?

#

it will render black if not

plush yew
#

That would be a problem?

next badger
#

@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

plush yew
#

No way i can fix it?

next badger
#

open the material and set it

#

if it's there it's another issue =))

plush yew
#

From where you opened this tap 😄

next badger
plush yew
#

@next badger really thanks mate

#

it worked

#

you saved me a ton o time

#

of time*

#

sorry for asking too much

next badger
#

nap time then...6:30am

hexed hornet
#

did I not do something right? the traces aren't spawning

dense gate
#

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

hexed hornet
#

still not working

dense gate
#

Are you consuming the left mouse button input somewhere else?

hexed hornet
#

I changed it to right click and it's not working either

dense gate
#

To test it out, instead of linking to the line trace, print a string instead

#

Or if you have a second monitor, debug it

ashen frost
#

can you make quixel assets destructible?

dense gate
#

Yes, but that'd be making them have even more tris

#

Consider your performance before taking on that adventure

ashen frost
#

i see

#

whats tris?

dense gate
#

-- someone who tried it

#

Triangles

ashen frost
#

oh

thin gate
#

how would you detect lets say a ragdoll hitting a wall to create bloodsplater or like decals on ground where it scrapes?

fallen marten
#

Use an on hit event

dense gate
#

Component hit event

thin gate
#

never plays it :/

dense gate
#

Did you enable it for that component?

thin gate
#

ya

fallen marten
#

Your collision is set properly?

thin gate
#

i think so

hexed hornet
#

nothings showing in the debug except for enemy locations

thin gate
hexed hornet
#

@dense gate May I DM you so you can help me out later? I'm about to head to bed

fallen marten
#

Does the trace radiate from your location?