#ue4-general
1 messages · Page 678 of 1
How can I get a reference of an actor
uhm is the tile set to rough perhaps?
rough?
@ancient aspen usually after you create the actor you can get a reference to it. If you are not creating it you can try and find it using get actor of class and finding the one copy of it in the level. IF that won't work and the item you want AND the item that wants it both exist in the world at design time you can use a variable and make it instance editable and then set it in the editor
like is it a shiny tile which would show a good reflection or perhaps it has some roughness that makes the reflection look like that
it does look super weird tho lol.. well not weird weird but super low res
it does
@ancient aspen show your code perhaps
so uhh
what are you trying to do here
is this your original setup or did you copy paste it
@grim ore is there any way to make emmisives emit actual light?
rip 😦
@ancient aspen is that the character or tele OnOverlap?
the tele
its supposed to teleport to the position of another actor
no its another actor
oh, well then you need to set that up first
when you spawn the tele
you need to set an actor reference variable
I assume this tele is built into the world?
yes
And how is the other actor ? Spawned or a part of the world?
how do i make a reference variable
wdym
i mean it has 1 of itself in the world rn
One way to do it
Lets call these:
MainChar, TeleFromActor, TeleToActor
TeleFromActor: On begin play:
GetAllActorsOfClass -> of type "TeleToActor", take the first one out of the array, and store it
OR if TeleFromActor, and TeleToActor are the same type
Create a child actor, call it
TeleportTOActor
and create a variable called "ID"
Nah, they are both different blueprints.
But there will only be one of the TeleReciever
Sure
then just find all actors, its usually frowned upon to use
but if you use it just the one time you will be fine
Hold up! GetActorOfClass, is that a new node in UE4?
that spawns a new actor
it doesnt
cause i got the reference
and clicked play
it was still one
but
ikrn
Or maybe it grabs the first one it finds?
There are only a few ways:
Get actor of class
Get All actors of class
or inside of the actor itself
Lets say you want to pass
main char ref to tele1
Inside MainChar, begin play, you call a function in tele1, lets call it SetRef
the function SetRef, you make in input
of Actor
what function?
you make one
That variable how do i access it from another blueprint
cause the structure of my thing i cant connect a cast
yeah but my structure is different
no idea what you are talking about
not using a struct here
I'm just showing you how to pass a variable between actors
White = order of execution
Purple -> you don't "have" to connect this, you can just pick which class you want
I have mobile game, and I want my player to move towards the mouse constantly. Would Convert Mouse location to world space be good for this?
The only way I can think to do it is getting certain values I.E. x world location and saying if the player is less than cursor location in x value then change a variable which is tied to an add force.
@ancient aspen you could add TeleportDestination as a vector variable and then just add its value for the teleport
you can expose it so that when you place the teleport BP you can change the value
equally you could also make a TeleportToActor variable, exposed in the same way, that teleports you to that actor
Yes but i just want to know how to get it to teleport to another actor
Im confused
@rotund scroll ah yea, thats another much better way
then just do TeleportToActor.GetActorLocation for the teleport destination
create an actor variable
Oh so your saying i get the vector3 of the actor and then teleport it to there
yep
Alright
Hey ... I was wondering if anyone could help me figure out how I did this. Everything was fine and then suddenly I fire up 2 players.... and the animation is only playing on one network client and not the other. No difference if I am client or server. I just have no idea what I did.
then select that actor variable and select instance editable
#multiplayer is better for that
K
now place that teleporter in the world
in the details pane you should now have that variable open to use
it will be empty, but clicking on it will either give you a list of actors in the level to choose from, OR, an actor picker tool
@pale forge Go to active play mode and look at the bottom at number of players
@ancient aspen if you followed my setup you don't need get actor of class
like you should never have to use that node if you do things right
@wary jay Sorry I am not able to understand 'active play mode'
2
set it to 1
so your good?
I have mobile game, and I want my player to move towards the mouse constantly. Would Convert Mouse location to world space be good for this?
The only way I can think to do it is getting certain values I.E. x world location and saying if the player is less than cursor location in x value then change a variable which is tied to an add force.
ha ha ... no.... it's a multi player game...
oh
I'm having a weird issue using this speed tree node. When I enable physics for my tree to fall. The leaves flicker very quickly swapping colours each time.
@fading vector https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/DeprojectScreentoWorld/index.html
Input mouse pos, use the world location to path towards, the angle output form screen to world probably not helpful as its angle from camera
Deproject Screen to World
Yeah same concept probably better way to handle it
How would you suggest I move the character to it?
If it were me I'd use navigation, much like ai does
And just tell the actor to path there
a move to location
Imo it would feel smoother than getting stuck, but also can feel odd depending on your desired control feel
Might use the add force
Because its a physics game
Set timer by function name and run it fairly often
Sure that could work, alternatively to the path method, you could use the world location to get an angle, project the location vector toward it a tiny amount, ending up with a path location close to character and in mouse direction, but for purpose of stopping against fences, for example
Angle the character toward the world location and input forward
Tons of ways to pull it off depends on how you want it to feel
not too snappy
@grim ore Yeah, it would need to get a reference in order to bind to it.
It's not the way I'd do it.
So this is what I came up with, it's sorta buggy tho
Anyone have any idea how else I could accomplish this?
Must make actor look at world location then input forward
It doesn't need to look at it
its a ball
This in essence just pushes it in the y axis
left or right
Oh a physical ball, yeah forces are best way
It's really glitchy tho
does not follow it smoothly
Is there a way to lock my cursor on the game?
Not sure on exact math but it's along lines of get vector angle from current pos to target pos. Then multiply that vector until you're happy. Appy multiplied vector to add force
Setting y in vector to 0 will prevent forces pushing up/down
is it a rolling ball?
You're looking for the vector angle to input into add force
are you trying to torque the ball somewhere?
trying to make it follow my mouse/cursor
Because its a mobile game
I want it to follow the players finger
ok so
(finger location) - (ball location)
that would be the direction the ball wants to move
Yeah then multiply that by how hard it should move
if you want to spin the ball that way, you need the rotation axis. which would be
(direction) cross (0,0,1)
k then just what smoozilla said after you normalize the vector
forward movement is automated or else the game would be too easy
so I just need to control its movement side to side
Maybe make the table underneath tilt?
Also possible to use normalized vector direction and remove the directions you dont want applied
I didnt think of that
Yeah was gonna ask why not on tick event but figured you had your reasons
or whenever you need to
tick is meh
I've been told to stay away as much as possible
I understand how they work but every engine has things about timed managed invocation
I would honestly stick with tick here
I dont think swapping to timers is any different, as many timers would be akin to many tick events, no? Suppose if your timers are more spread but for something like movement you want it updated every frame
thing is
It is true you dont want to overload your tick events, but they are useful for sure
how many of the balls are there?
1
use tick
Let me give the scope of my game
Especially for input movement
On 1 level I have around 150 - 200 physics actors
All the red sticks
the wall
They do nothing but have a overlap event
Dont put tick on those, just your player ball and input sampling
Oh I know
anything they have is begin play
those don't move
Then I got the ball
which moves forward constantly
and I also have a check for movement on the z-axis
if any velocity occurs I set it to 0
Dont want the ball to go up ever
I really would start with tick on everything that needs it but again, i've never had to rely on a timer in blueprints so idk, maybe they are reliable
I think you can check a box to lock it on z
Dunno mang, definitely sample and apply input every frame (tick) and I think forcing a velocity to a number can be glitchy, maybe add a constant force down?
If it works it works
Yeah, that part is no concern anymore
Making this ball follow the cursor properly is a pain tho xD
That's where game dev begins, finding some random route that's not normally discussed and making it work for your situation :)
All I can suggest is use a normalized vector angle multiplied to desired force and sample/apply per frame
Does any one know any way to turn get velocity vector into a float that I can compare against another float
I am trying to set chracters max acceleration to a number based on character velocity
Vector length/size/magnitude, can't remember unreal engine terminology exactly
That will turn a vector into a single float
nice
is there any way i can print that float
like see what that number is while playing
im trying to compare that velocity float to another number
and i am just not sure what range it is outputting
I can see that it works but i have to do huge numbers
Use a print node
print string?
Yep
ok i will try and figure out how to put that in where would i connect it next to vectr length?
What is twinmotion?
Alright thanks @rotund scroll
any one have any idea how to launch player off a hill?
currently you can only launch of a hill with a specified walking slope
regardless of speed a player does not launch off ramps
it sticks to the ground is there any way any one can think of to change this?
i think i might have to make a custom movement mode but maybe there is another way
ohh i was afraid of that
seems like the way they have the character setup through walking
messes things up
i tried to switch the character into flying mode at certain points
but it was bad
I’ve not tried that
But perhaps it is something that would work for you
I am more than mystified by the legal aspects of using it
But they claim they own it despite being a port of HL2
Yeah, it is
i am working on a tribes like ball game
Nice
here is some footage from last week it has progressed quite a bit this week
have a gravity gun
Yeah you need proper skiing
Nice what is your budget like?
it is hard to say right now
probably a few thousand
then i would try to go to crowdfunding after I got it working enough to show and release a demo
i had this game developed a few years back
spent about 2k to get the multiplayer and everything working
but there were obviously a lot of problems and i didnt reallylike what I had
i can do most of the 3d myself so I save some money there
Ye it happens but stick with it. Would like to see another tribes style game 👍
thanks will do
hey guys, does anyone have ideas for what I could use for writing a painted mask into a virtual texture instead of landscape painting?
Would anyone know where I could start to create a color wheel that can change the color of a material while in the game itself?
Click on your Material
right click
THen choose Create Material Instance it iwll be the top option
@fading vector
I get that part
but how can I create a color wheel in game
So players can actively change the color whenever they want
you could create seperate materials for each colour
I already did that
then in a blueprint use a change material
Mhm
i just did that yesterday it worked for me
but its not enough
I want a higher level
Works for some things, but this needs the extra color
got ya I am not sure
no worries
you want like an actual colour wheel
yeah
can any one imagine why this launches my chracter forward fine
but if i look up it like flies me way up in the air
way more than it moves me forward or laterally
@tame bluff you have a material parameter set to effect the emission value. Then change that in blueprints.
And then you can turn it off and on like a light switch?
Am shooting an arrow particle
it hits the enemy fine everything is good
but i want this particle to move with the mesh Of the Player as it hit it
THis is an Arrow BP
i can move this particle to be Player BP Mesh child some how?
i want to change parents
is there a node for that?
Am trying to let the Arrow particle stick with the Enemy as he move
when it hits him
Hiting him is done
but just want it to stick on him
u need to have BP_BaseGun aka blueprint for BaseGun, then u can create ref from it
if u already create BP_BaseGun, you can search "BP_BaseGun" in the variable type, and it will be listed
Spawn Transform need input
for dat question, u need to open Bp_sword
unreal insights dont work for launcher version?
scope type for unreal profiler and unreal insights show up in the program but theres always nothing happening
1665 logged event types all empty...
4.24.3
Is anybody experienced encing crashes on saving the project ????
Experiencing*
It makes it unusable
I'm on 4.24 latest
Get logs please. In [your project]/Saved/Logs
But my gut says delete /intermediate to clear some bad garbage collection
guys i have problem with my save game system, for beginning I want to save location and then to load it, I did this bp for saving the location, I created the save game class and there I created the variable player location and in third person character
the problem is that when I press J it doesn't print anything to the screen
Now I see that there is some error
how to fix this error?
@plush yew plug your savegame object into the Save Game To Slot node. Not sure if it will fix the accessed none. That is to do with something else perhaps.
Why does "Select all Descendants" not select all descendants
It selects some descendants up to an arbitrary (and apparently random) depth
and then needs to be called again at least another time to really get all all descendants
I did it I guess
^
@kindred viper
I want to save the location of the character when I click J for example
Anyone know how long it takes for a question on the answerhub to get approved by a moderator? Posted 14 hours ago and still nothing - kind of floundering on a critical issue and could use all the help we can get!
If I report a bug and it gets tagged as "Won't fix", how come I don't get an explanation on why?
This is one of those issues https://issues.unrealengine.com/issue/UE-87523
@tame delta that's weird... sounds like a no brainer... but then again, I got what I considered to be a bug listed as a "feature request" (wildcard macros can't set default values on enums... which should be the same as an int, really)
Anyone else noticed edges jittering if you use the depth of field effects? It's really frustrating and i had no issues before using the now deprecated Mobile Depth of Field on PC....
could be duplicate or work that is superceded by other fixes e.g.
Okay. Kind of need a super quick answer, when it errors "map won't save" whats going on? I even removed everything i added since I last saved it. Whats going on?
Google was no help
Mine does it half the time too
@exotic lion try and save it via the "File>save all"
Okay. Did that, it hung up for about 5 seconds and crashed XD
Does anyone know how to get time that a previous frame took to render?
through the profiler?
No, programmatically in runtime
I tried saving GRenderingRealtimeClock.GetCurrentTime(); on different invocations of Tick, but every other frame current time is the same as the previous one...
Not sure how DeltaTime is reliable in such case, since AFAIK it denotes some time samples + dilation rather than something concrete.
someone has done this with threejs, how to achieve similar photo-realism with unreal?
@civic iris lightmap baking
Maybe at least someone knows a place in the source code related to DeltaTime. I think it is tied to rendering, but there's no mention of it in the official docs
realizes he's going to have to learn lightmaps and lightmasses sooner rather than later
What is a lightmass?
lot to learn
@glacial pecan Yeah I don't know 😕 some of the other bugs I reported got fixed (I wish they sent you a mail or something though, took me months to realize that a major issue with Datasmith was fixed, had to work around it the whole time)
@rotund scroll Maybe, but they generally mark those as duplicate no?
@exotic cave Lightmass is the name of the tech, lightmaps are textures that a raytracer accumulate to
I don't know how they do JIRA internally
Don't know, but the way they expose it out really sucks imo
maybe I'm bad, but I can't even find the issues I've reported
I have to search for the subject again (provided I remember it) and hope to find it
pretty sure it's not a high priority to expose their current buglists
it's more to give a cursory overview
plus they probably have strict guidelines on what they can and cannot post or comment on
I can understand that, but there's big value into making what you do expose as streamlined as possible
ultimately, especially for Datasmith for example, they need the users to report issues
Well in general now that they target a more industrial sector, a lot of people do weird stuff with the engine that they didn't plan for
sure, they need people to report
but report is different from seeing the reflection of said report
Don't know what you mean, all I want is to know why the bug that I reported because it prevents me from doing a crucial part of my work will not be fixed 🤷♂️
(Not the case for the bug I linked obviously, which is just a minor annoyance)
like I said it's information that you aren't privy to
so I would just roll with it
any thoughts?
@plush yew What is the error
Soo, updated Windows last night - now nothing Internet related works, except Edge. Epic's launcher doesn't work, Chrome doesn't work, etc. Any idea how to fix ?
roll back
@plush yew What is MagnetCollision?
Is it not an actor?
The function needs a valid actor to move, you've got to reference it here https://i.imgur.com/RRiXdXO.png
Looks to me like you just forgot to set it to other_actor/BP_Player
@rotund scroll how to fix without rolling back ?
don't think you can
Grass placing as shit due of Align to surface ? Is there a way to fix it?
microsoft already said the new update was fucked
so either wait for a patch
or roll back
@plush yew Yeah, give the actor you want to move to set "SetActorLocation" node
But it wont move smoothly
it will just teleport 😄
@tame delta
i want it to go smoothly to the player
is there a way to disable culling?
I might be going out on a limb here - but does anyone have any idea or possibly any references to how I might be able to implement loading assets post packaged game?
For example: Having an fbx file in a content folder call "custom" and it'll get parsed and loaded in when running the game?
@plush yew Bunch of ways to do that, loot at interpolation curves online. The simplest ease-out would be to set actor location with lerp(current_location, target_location, 0.05) on tick
@spark niche This looks to make possible what you're talking about: https://www.unrealengine.com/marketplace/en-US/product/runtime-fbx-import-asynchronous
That very much sounds like what I am talking about! I will have to look into that more. I had no luck havinf that show up in my search results 🤣 @wary wing thanks so much!
You're very welcome 🙂 I searched for "ue4 runtime fbx loader", for reference
It also yielded this, but it doesn't look to be maintained https://github.com/GameInstitute/RuntimeMeshLoader
@plush yew Yeah it should be, I have to assume your timeline is wrong then, but I don't use timeline so I can't help you with that sorry
Oh cool, I tried various terms but not that. I think runtime was the missing link.
Anything fbx import related kept coming up with how to do it in editor haha.
Maintained may not be as much an issue if I can get ideas on how its done I might be able to do it myself (maybe :p )
@plush yew Keep in mind this timeline probably doesn't work like what you expect. You lerp between the actor current location and the target, you should store the initial position if you want your curve to control position
@wary wing im finding all the things with the keyword runtime now 😂 how much difference a single word can make. Thanks again!!!
Yay! Glad you're going better now 🙂
Then consider putting a force on the cube instead of changing it's rotation
the gold cubes will be sliding/rolling to the character instead
actor position just teleports the cube around, ignoring it's physics state (that's probably why some cube are sent flying, you put them through each other and geometry)
You think this will do the work?
Add Force would be more suited as it scales with deltatime
location of player - location of gold nugger -> normalize -> multiply by a float constant -> add force to nugget
@tame delta Okay mate am doing it
Add Force is the node for it as y ou say
testing it now
hopefully it will work out
can somebody help me with a error? ive got two levels: one for my main menu and one for my actual game. If i start the game directly from the game level, everything works fine. If i start it from the main menu level, The AI just doesnt move. Ive tried print strings at different parts and i still cannot figure out why it doesnt work. Any ideas?
Is there a way to adjust the order that material slots are stored on a given asset? Not re-assigning any verts, just change the order they're listed (and their IDs)
or will I need to use the python plugin?
Anyone uses Firefox here?
Not in the editor interface, afaik @left citrus
Is there a way to automatically convert sequencer sequences to 60 fps from 24?
I want to make when i press J to save the location of the character, I did this script but why it doesn't work?
nvm figure dit out:D
@amber marlin which file?
The fule button on top left corner
sorry, i have 0 clue what you're talking about
menu bar?
if yes, get a crash log, post it on pastebin
That's a lot of shaders....
this is test my test world not even a game
i reinstalled everything and just opened it back up again
enabled/disabled raytracing or something like that?
@next badger Am having a problem
Moving a cube to my Player
Anyone with idea of how to get rid of jagged shadows like the one in the image
Anyone with idea of how to get rid of jagged shadows like the one in the image
maybe rebuild light ?
Even after light rebuild still same
whats the scale of it ?
is it really small ?
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
google helps
You have to increase the radius or length of a light to get an area light.
@plush yew tried to print out the alpha?
@nova kelp giving that a shot now
@next badger
it keep giving me this
am confused 😄
Some of them come to the player
and some of them go to the center of the map
sec
taking video
@next badger
Look wth man 😄
make sure occlusion culling is efficient, try different methods/settings
and if it fails, remove actors or LOD them better
batch some together in HISM
@plush yew log the actor location
stuff like standard optimisation
@plush yew also, get used to use debug nodes
Hierarchical Instanced Static Mesh
like points and rays
but obviously first, you'll need to search for why it's slow
applying random "slowness" fixes won't work if you don't apply the fix that goes with the cause
oh maybe 2 boxes hit each other so it fires out
all objects in ue4 are actors
guessing is good for a search direction but measuring is better
static mesh is an actor
could be overdraw, too many draw calls, materials too expensive etc...
@alx\
@next badger i cant understand where the problem at
if i changed the Other Actor at the Casting BP Player to get Player pawn
it work fine but even if he didnt overlap
so that didnt solve it
Cant find the problem meh
@plush yew um...you should set the collision channels on that overlap
Half way!
best is to start reading the docs I guess https://docs.unrealengine.com/en-US/Engine/Performance/index.html
How to identify performance problems and fix them.
maybe there's better tutorials out there but I don't know them much
@plush yew when you pick up that box thingy
you get some kind of effect
does it have force ?
@nova kelp it's a timeline based movement, he posted graph above
humm
@next badger am trying to make a magnet
to the gold
so i can pick it up
is there another way?
@plush yew this is a good way...you just making something wrong...
check the collision channels, make sure it only triggered when player overlaps it
oh you can make vector of movement change slowly so some extremes don't make gold fly
if your issue is too many draw calls, yeah but UE4 has tools to do that automatically for you
Overview of the Proxy Geometry system in Unreal Engine 4.
@plush yew I told you of another way using forces 🙂
All your cube seem to go to world origin or something, you've messed up some nodes
I fixed it guys
And as soon as you start interpolating your cube you should disable collision on them, because as you force their location through one another you're gonna have them glitch out
Trying to bring an alembic file with an animation that looks like this in 3ds Max
but inside Unreal
I tried to reset my pivot points
xform
SPawnActor spawns it in World how can I spawn it locally?
pivot points in UE4 are based on the 0,0,0 from the DCC program, not any pivots you might have set
it will ignore any pivot points you set in the dcc, the 0,0,0 point in your program (max in this case) will be the pivot on your exported model once it comes into UE4
oh, they are at 0.0.0
besides that you need to clear and freeze any transforms on meshes
still I have this offset
I think you are missing something. Where is the 0,0,0 point in max when you have that model loaded? not the 0,0,0 or pivot of the mesh but the 0,0,0 or world origin in max space
if you turned on the grid and axis indicators wherever the 0,0,0 is at in max is where the pivot would be on the mesh when you export it
that spot is where the pivot should end up being when you export the mesh from max assuming local transforms are frozen and cleared
yep just move your meshes around the scene to where that spot, the world origin in max, is where you want the pivot to be when it comes into ue4
@thin gate : It looks like one or more of your lights isn't rendering right now, possibly a bug in the editor
That looks like a scene with just a skylight to me
Great models though!
Check all your directional lights, if they're on but not rendering, save your scene under a diff name (just in case) then open the editor and reload
is autoexposure on?
think off
I mean, if they're visible, they should be rendering
its visible just weird
Restart the editor
well I guess your scene total amount of light is slightly lower than the manual exposure setting
It may not be what I thought
could be some light that is missing that causes that
As I do see some shadows under the cars
Show us your postprocessing autoexposure settings possibly
there is shadows under cars
Yeah, that implies your directional lights are on after all and that your exposure is possibly weird
Does it do this from every angle or just the one you're looking at?
Also, did you turn any of your lights down any time between this lighting build and your last build?
Wonder what Epics acquisition of CubeMotion will mean for UE4.
i was messing with them, and it looked fine, did a rebuild and it went haywire
i tired deleting them
Possible that you were looking at old baked lighting that was higher maybe then?
It may be as simple as turning your dlight/skylight back up
and copy pasting the lights from another level that has working ones
Do you have a skylight in that scene?
yes
What happens if you turn it up? Does the view in the editor actually change?
us
?
what do you mean by the way "lighting is weird" ?
i put a image
yes but weird is subjective
I assume you mean the issues with edges between meshes and if so that's an artifact of using baked lighting
yep you have to design your scene around those edges, its the way baked lighting works. there are ways of trying to get around it
so how i fix something like that
i have another instance of the map
that it looks good
That would make a nice Pavlov map
Oh you're talking about what the arrows are pointing at?
ya
And not the overall brightness?
does the other map use baked lighting or realtime?
how can i tell?
You using a static or dynamic directional light?
long story short the way lightmass works is by splitting meshes across cpu cores/threads and due to that the seams between 2 meshes can end up not being smooth but look like what you see.
You changed to static when? Before this build or just right now?
If you changed to static and that caused these artifacts, then yeah, I've seen the same thing
Sure, I find static lights exacerbate that problem, I was going to recommend dynamic lights
As @grim ore said this seems to be an issue related to where your modular meshes are meeting
Did you rebuild that map recently?
ya
And it doesn't introduce those seams?
From the thread @grim ore linked: "The reason is each mesh is sent to to different CPU thread, so when they get the indirect lighting, the first mesh doesn't know the light information from the 2nd mesh sitting next to it, thus you get the seam."
for the original map, what are the lights set to? directional and such
the easiest way to check is grab one of your roof meshes and move it up a bit then back down. It should say "lighting needs to be rebuilt"
does say it
And after it says it, do you still have the ugly seams?
rebuild it and see if the errors come back
if you are using the same setup in one scene and the other you should see the same results. weird if you are not
however the issue is due to static lighting and settings. that thread does have ways of trying to mitigate it.
also I think GPU lightmass if you can make it work is designed to get around this problem as well if its well still a problem 😦
@thin gate : "It's nice to learn about lowering the min lightmap res can increase the padding between the islands though." --also from that thread
Anybody know a sort of tutorial or know how to make it so that if a monster touches you then it plays a jumpscare and then you die?
ya looks like if i move the objects
and move them back
the issue goes away :/
anyway to do them all at once
move the mesh around a bit and see if it goes away, if it does then its your UV's from a baked lightmap more than likely
it looks like most of your items have a low res shadowmap like they said above as well
The unrealengine website is displaying plain text, is it normal ?
check if it's not overlapping UVs first
as for resolution, really it depends on your texture memory budget I guess
Hi can i ask about something in UMD there are something for border then border widget?
obviously, you raise the resolution the strict minimum needed to get it to a good quality
depends on where you get the animations from. From mixamo? you just assign them if you are using the same skeleton. From the ue4 store? you retarget them to your mixamo skeleton. from somewhere else, probably retarget.
If you change the lighting to movable, or move the mesh so it breaks the static lightmap on that object, and it looks correct then its the uv
try and get UE4 to generate a new lightmap in the mesh editor (double click the mesh and find the auto generate lightmap settings and go from there) or fix it in the original DCC program https://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/AutoGeneratedLightmaps/index.html
isn't there basically a warning when there's overlapping UVs in the lighting rebuild result window?
if its a large amount yes, sometimes its not. sometimes its also just a bad UV map like in the 0-2 range instead of 0-1
holy shiet, dat transparency sorting stuff is really can make people mad 😄
Hey, good people! I have weird scale values in geometry from houdini hda.
In my houdini scene both objects are in scale to each other. All good. But fter importing in unreal scales differ.
hey a houdini question!
yes
here is some things to note @twin orchid
houdini likes meters, houdini engine by default takes meters and makes them centimeters in unreal by *100
houdini has a flipped y on uv's and will 1-y on (uv)
houdini also will retain X but use Y for Z and Z for Y. this works because the hand-ness is opposite.
When you come from the engine it does the things it does from houdini in reverse
man all the left handed people causing problems again...
tbh i think unreal has it right
I don't want no left facing Y
and Z is up, always.
but yeah these things are transparent if the content coming from unreal to houdini is only being processed
and you can adjust these default conversions in the plugin settings
but don't recommend it
Hello 😄 Im making a scene and I want to add a sort of tarpaulin over a box that can blow in the wind. I think it would have something to do with clothing but not totally sure?
you can look into using a material to do that using vertex animation, an example being a flag. There are some examples in the content exaples and the particles effects (elemental demo) on the learn tab
you can use clothing if you want a realistic effect that is dynamic otherwise doing it in the material is cheaper
yo guys i'm new to unreal engine
welcome, and prepare to suffer 😄
whats up, dont make an open world RPG
wait, whyy
I'm trying to create a number/variable that can change the rgb of this material. I have a slider bar in a widget that will control this number to change the color, however I cannot find a way to make this work.
make it as dynamic material
I'm still not sure how to actually change the rgb tho
What are Dynamic Material Instances in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
hello guys I want to make a save system to save for now the location of the player and load it but when I press J it doesn't print that it save the location of the character-what to do?
fix your code so it works?
what does it print out?
it doesn't print anything when I press J
that's the problem
as I see the code is correct?
Where is this code at, what actor or blueprint
in the third person character bp
ok so put a print string after the J key event and unhook the stuff after to make sure your key is working in the first place
it should be working in the character blueprint but it is better to check
no
as much as you can, try to think of the pawn as the thing in the game
are you sure this blueprint is in the world then? also is that key being used anywhere else
if it can't go on the pawn, it goes to the player state, not the controller
yep then that code should be in your inventoryplayercharacter as that is the player you are spawning in I would assume
ok so to move it there?
hi there
i have a situation the values of my game instance doesnt update
i have the same post in blueprint chat
it works now, thank you Mathew
Is Chaos physics in 4.25?
I have a slider that changes the hue value here, I did a print to make sure the slider value was changing and this custom event was firing. Both seem to be okay, my issue is that this does not change the color at all.
here is my material
Where does the dynamic mat live? Where are you print from? Are you using a widget (as I assume with the implication of slider)?
Yes a widget
I printed from the custom event
aka CustomColor
I just printed the hue float you see there
This dynamic mat lives inside a pawn
It's created on begin play
and the pawn spawns on a skin level editor
Where is the custom event
pawn
Let’s see your interface in the widget then
But first
Do a quick key press function
Q >>> set parameter to 0,0,0
I fixed this and I made the load system too thank you again that you helped me
Try creating the dynamic mat in the constructor
Uh, never used constructor. How can I pull that up?
Nobody really uses the animation channel so I'm gonna ask this here, can anyone explain to me why if I have an animation tied to a button press and I spam the button during the animation it tries to play the animation twice and then just freezes? I've tried to circumvent it by using branch checks to see if said animation is playing, but it doesn't prevent it.
Hi, I am having a little issue with my Aim Offset System, When the client looks up and down it is really glitchy but it looks smooth on the server. I am making a gif right now of it
Can BuildData for a map be shared between copies of that map?
Or does each copy need to have its own BuildData
More than likely that 2nd one, I have never tried tho
Hi, I am trying to fix my aim offset system, I posted a little earlier and I don't really know what to do.
If you do it like that, you need to interp between last and new value.
I'm also half sure there is already a replicated version of this
Pawn's have "RemoteViewPitch", not sure that's exposed to BPs though
@glass rapids You should be able to use GetBaseAimRotation on the character, to get that pitch etc.
There is no need to replicate this yourself
I'm working on a portfolio piece project and I'll be taking some long distance screenshots. I have about 20-30 trees that are currently on Auto-LODs. Everytime i zoom out they look very bad. Can i just use the "Forced Lod Model" settings on them so they can look high quality at long distances??
How bad does this affect performance and render time if any?
So I am now able to manipulate rgb of my material however, I want to be able to set hex code as well, are there any nodes I could use for that?
@abstract relic
lol
does that work?
I want to say it wont, but i've come to understand blueprints do much more than i'd expect them to. if each of those parameters are literal kept memory it should be fine
Yeah but you see how those exects are coming from 3 places
what is the value of those pins before those execs?
it does work?
mhm
I just want to use hex code as well
Not sure where to start tho
Like how can i manipulate this value
have you looked for a node that does this for you?
what about int color or something
What is the String: String to Color Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.
hm thats not hex
Yeah, not exactly
https://stackoverflow.com/questions/60143514/ue4-conver-string-hex-color-to-rgb-or-rbga-in-blueprint
there are math stuffs in the engine to do from hex to a fcolor in C++
just steal all the code and rewrite it in BP, or expose it in a BPFL
what ^^ said basically lol
lol 😂
i find myself repeating HighTide's recommendations frequently as well. I'm surprised there is no hex to int node
famous last words lol
😉
hex is actually annoying af
but almost everything is the same endian now
How do I make a functioning entity with sound, texture, animations, and functionality.
each of these things, one at a time
How?
you will it into existence
doesn't work
I don’t even know how to make an entity
you must think real hard
maybe my will is broken
Go to google.com and type in each thing you don't know until you do
Ah
UE4 doesn't use Entities yet, Unity does right now if you need an actual entity
@plush yew I suggest you look into getting started guides with unreal and otherwise think of an idea you want to execute
^
👌
Thx
3+ years in UE4 and my mind is finally blown. 💨 🧠
Hey guys, so how can i make my shadows softer in 4.24 with ray tracing?
you could try a post process volume
or a post process on your character
other than no clue lol
than that *
@ancient otter https://youtu.be/EekCn4wed1E?t=231
I recommend watching the entire video as well
I alredy have that option on, wich is the weird part
@grim ore
Just found a fix, thankfully
What fixed it?
In this quick tutorial we will learn how to get soft shadows.
i was looking for ray tracing specific fixes
So I am setting the rgb of a material via
I am then storing those values into a game instance, because this pawn is a fake. Just a display because the real one needs to execute certain things once created.
Would the easiest way to transfer these values be to re-set the vector parameter value on the real once its created?
From the game instance of course.
Should note this as well
Dunno if this bug is relevant for 4.25 as I'm using 4.23 from source build, but in DX12 creating a new actor BP and opening it causes a crash
nevermind @grim ore , didnt do what i needed
what is causing this in the image?
DOF
I'm getting these bloom artifacts in UE4 and other games when my GPU is under a load, anyone else getting these?
Do any one knows how I export this to UE4
Its happened on other cards as well
DOF
@rotund scroll ty
hello! where i can ask for help? i just have 1 little issue to fix on my project
here
so. i just do a screenshot
im just making the ragdol phisical hitboxes. i dont know how to call it. but i cant actually scale the capsules as i want. if i try to scale it will transform in a big sphere
capsules have length and radius, the properties are there on the right
my solution was. directly to delete the entire rig from my character. and recreate it with the manequin skeleton
nice ty
capsules have length and radius, the properties are there on the right
@next badger cant find it
Heres another screenshot of the artifacts:
Anyway possible fixes you know of?
Do any one knows how I export this to UE4
@signal jetty I KNOW
Hi, so I created some health pack. The idea is to pick it destroy it and then respawn it after specific ammount, my problem is that I don't know how to spawn health pack at the same location it was destroyed. (Overwatch idea)
@abstract briar Store the location on another pawn or game instance
not as aspected xD i need help there
So here is my material with the paramater color. I am able to change this via a pawn, however when I store the rgb info in the game instance and try to set it with another pawn it will not work.
@fair storm
Here is the other part
Ah setting the bloom to convolution fixed it, nevermind
@hoary silo it's not a fix tho...the cause is still there...also convolutional is expensive
@fair storm
@next badger here we go.
I have tested the red float, it does have a value. For some reason the set vector param does not work on this pawn but works on the original.
no
@nimble steeple #work-in-progress
Oh
Seaside Town looks like a great asset pack. Been meaning to play with it at some point.
Someone could easily build an entire small narrative, horror, or adventure game with it.
but it may be caused by a lot of stuff...sometimes materials may have extreme emissions, sometimes lightmaps are bugged...even new dynamic sky can produce those
@fading vector Thanks it worked
np
you would replace the cart mesh with the bird mesh, then play the animation for the bird flying while it moves
@fair storm thanks Bro but I got it
Does the part inside the () have a name? I think I remember hearing it get called an argument???
Keywords used when declaring UFunctions to specify how the function behaves with various aspects of the Engine and Editor.
perfect, thank you!
you are missing something here. a mesh and an animation are separate, you need to move the mesh and play the animation on it
Is anyone else familiar with Matches Tag not working properly in a packaged game?
I wish there's an engine version from 4.24 onwards that compiles with Chaos out of the box
So far there's been 0 and some of the engine features I'd like to use
didn't 4.23 compile out of the box or something?
Thank you @proud ether
I made a wall with a window cutout using two box brushes, one of the is a subtractive brush. If I wanna convert to a static mesh do I need to have both of them selected at once? Or just the additive box brush??
Should I be learning cascade or niagara right now? I'm just starting out and kind of confused because everyone says that niagara will be replacing cascade..
I want to ship a game within the next 2 months-ish.. Is there one that's more performant?
niagara
@fathom glade either one will work. At some point in the future cascade might be removed but it took 3 years for matinee to get replaced with sequencer so dont worry about it. if you are just learning might as well learn niagara but if you have a choice try and find existing particles that will do what you want or you can modify right now regardless of it being cascade or niagara
Thanks!
yeah, though cascade is really unique to cascade
yep so dont learn it unless you want to but if you can just steal stuff from say the elemental demo and use it as is why not
your project ships soon
yeah
@brisk urchin You would need both selected for it to make a mesh using both brushes
If you want an opinion q0999 on things: cascade is more performant for smaller particle effects than niagara for now. This is something I understand them improving on. But huge particle simulations Niagara easily out performs cascade. Although you should consider how much more precise of things you can configure in niagara
Like performance is everything and all but, level of design you can undertake in niagara is large. People do amazing stuff with cascade as well but its a really strange magic to understand the ordering of things there
^^^ ^^ ^
how stable is Niagara nowadays? I remember last time I tried using it, think it was a year ago or so - I encountered some really odd problems like entire systems not spawning in the right place, and crashes
That definitely helps! I'd assume the smaller things don't take too long to replicate/learn. Just trying to get my feet wet.
It crashes sometimes still, some weird reproducable things crash it. it sucks running into those but they mostly can be avoided
Niagara definitely felt much more powerful and intuitive once I got the hang of it though, looking forward to getting back into it again
the amount of control is just awesome
like if you are setting up a bone mask for skinned mesh emitter, if you pick the same bone twice off a drop down for the mask it crashes
stuff like that
wet those feet yeah
ok, I'll try it out again when 4.25 gets released then
sweet
I must say it's really annoying to have a bunch of my stuff crash on opening because something somewhere somehow got corrupted and it won't tell me what is failing
