#ue4-general
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@proper hatch is texture is 2048x1024? (100% sure?)
yes. I have it in front of me here@next badger
@proper hatch try to change this color
in the texture
generally, if it's set to none it should not make any padding, but...just in case it does by some issue or...
@next badger ok give me a sec
Is it possible to Stitch 4 maps from different files together? Into 1 big map?๐ค
@primal plank texture maps?
Level**
yes...
@next badger Changed the Padding color to Red.. still gives me Black
And they just snap together to make a bigger piece/level.
you can use world composition or level streaming
Asynchronously loading and unloading levels during play to decrease memory usage and create seamless worlds.
i suggest world composition will suit you better
Hmm, still not finding much. Does anyone else have any ideas or suggestions to make this paramcube rotate without distortion?
is there anyone that can help me with changing mesh for my character ?
@next badger It definitely has to do with seams of the texture. I'm figuring out if it's the UV of the Sphere I'm using or the resolution of the 360 image I have, it's definitely 2048x1024.. Or maybe the positioning of the First Person Character.. Thanks though for the help.
no one ?
@sleek fable you have to ask actual question
hm ok. I want to change my Character that is standard, into the ones I bought from markedplace.
I try to search in help topic. But I cant figure out how it works.
I manage to replace my character with the one I want to use, but it moves standing still (it fly above the grass, not walking)
In the Content Browser, locate the Skeletal Mesh you want to add to the map as a Skeletal Mesh Actor.
Left-click on the Skeletal Mesh in the Content Browser and drag the mouse (while holding the Left Mouse Button down) from the Content Browser to the location in the viewport where you want to place the mesh. The location does not need to be exact. You can always reposition and rotate the mesh afterwards.
do you have your pawn bp?
to replace character you have to replace animation blueprint as well
ok, what is a Skeletal Mesh Actor ? that is not the one you use to play ?
I think I`m searching for the wrong thing here.
skeletal mesh is a mesh with a skeleton
as in, bones
bones are what allows for complex animation
ok.. So I got mesh (bones that have the animation) and then the design ?
shouldn't this be enough to use the pawn's camera as the view target when the pawn is possessed?
hm. I thought that replacing the "skin" was all I need to do ๐ฎ
@sleek fable skin isn't the same as a mesh
skin would be a cosmetic feature
but all characters that you buy will come with their own mesh
which is what carries the "skin"
hmmm it changes the view target to the center of the possessed target itself, not the camera
yes I got mesh, and physics assets
just dont know how to use them.. and there was no tutorial with the asset.
"Documentation: Just add the package to your project. Right click on the character mesh in content browser and assign new skeleton. Select one of the UE mannequin skeleton which connected to the animation set you want to use and it is done."
@mellow turret hmm...then you probably need to add on possessed event action
I reading it now..
what kind of action? I tried Set Active to true overriding the pawn's Possessed and didnt work either
so the t pose is the default pose if no animations were found
not so sure what to do. there is a blueprint there, skeleton, and mesh, also animation.
How to change the final file name? .exe?
Hey @rotund scroll do you have any ideas as to why this would be distorted/warping?
Foliage Light Question. how can i greatly reduce the light-dark-shadow-shadeing difference on grass? East and west facing grass are lit very well, north facing grass is far too bright, south facing grass is far too dark. https://www.youtube.com/watch?v=71FYw94PpRg&feature=youtu.be
what should I do in the ThirdPerson Blueprint ?
You mean the dds file?
@sleek fable under the component list you'll find mesh
click on it
in its details, you'll see a spot where it says "animation instance"
you need to supply its animations there
@fading vector you already know what's causing the warping...
whether it's an animation blueprint or a montage or what have you
make a better mesh
Make a mesh, huh.. I didn't think of that method.
A sphere is honestly all I need, how do other people have skyboxes without these issues?
doing that doesn't work either
@fading vector who said they have no those issues?
tried to follow the controller's Possess with a breakpoint but didn't tell me much
whether it's an animation blueprint or a montage or what have you
@rotund scroll I can find animation mode
I'm not saying people don't have issues, I'm saying there are videos of people using these meshes. What's even more weird is if I don't rotate the material at all, I get 0 warping
ofc...people use them, but not many spin the sky
fair point
inside the blueprint ? i got Mesh (Inherited) , Mesh option (Skeletal Mesh)
yep
@plush yew people use spheres cause it's equidistant , no weird issues with fog etc
when I go from the ThirdpersonCharacter, and click mesh, i`m back again to the SK_Mannequinn
I get confused what I should replace
i call it skysphere...
but first games had box for it
@sleek fable you aren't supposed to click the actual mesh, just where it says mesh (inherited)
@rotund scroll I did
yes
so where it says anim class
you need to replace that with the animations you bought
@next badger So what kind of mesh would work?
Seems like most shapes are going to have issues
dense one
octo/dodecahedra tessellated few times
I don't know which one is the one you bought
you have to figure that out youself
I gave you the tool
now use it
haha.. ok, thank you ๐ I start with the first one and go down the list..
Wait and the reason we aren't rotating the sphere itself is because its more expensive. Would this not be just as expensive in the long run?
I cant understand why I`m trying to replace a animation on my "thirdpersonCharacte" that have another setup than the one I actually using ?
I mean I just went with what I thought was your pawn
if you have a different pawn change it on that
it's the same setting
I dont know what a pawn is.. sorry
ok
but yes, I click on the "thirdpersoncharacter" that is in my World. it says "edit Third person" and from there I enter Mesh (Inherited) and then I go to Animation Anim Class, and try everyone that is on that list.
@fading vector i actually never thought of it...you can use vertex rotation
yeah if there is no animation set with your character you'll either have to retarget or make your own
Vertex rotation, idk what that is
@plush yew yes I can se the animation perfect
Looking now
@fading vector
@sleek fable can you screenshot the folder of what you bought from the marketplace?
so look inside the animations folder
yes
I'd return the marketplace asset
his hands look like hes pushing a shopping cart
so it should work
will he be ?
I mean you gotta find those animations then
if you see them then you should be able to find a path to them
can radial impulse or radial forces trigger events ?
generally anything can trigger events
can i use a radial force or impulse to trigger an event inside another blueprint ? how ?
I just cant understand why it`s not as simple as "replace" the character
liteglow, it could be that simple if you just program it all up for us real fast.
please.
I have made allot of design stuff in UE4.. creating maps etc. but this is something I never have done before.. and to the honest, it was allot harder than i thought it should be :p
well this is the path you're walking down
it was infinitely harder 15 years ago
Help
@fading vector oh...my bad
15 years ago I use HAMMER to create CS maps, it was alot more easy than this
Who here has Blender
cs maps were trash
Yeah I was messing with
you could jump and shoot. thats it. but ty : )
Just a few steps behind that actually
hammer was a level editor though
How do I open this
this is a complete game engine suite
yes that is true
@fading vector looks perfect on my end, no distortions
anyways. sorry : ) im just teasing.
๐ญ
UE4 is great.. but something so simple is still so overly complex that it`s taking hours
how do i trigger an event based on a radial force?
well it's because behind the scenes it's not simple
it should not take days just to change that white man into something else
@plush yew but
ue4 is easy sometimes and hard sometimes. thats correct
no need to rephrase it anymore : )
No idea what I did lol
or really, 30 seconds
Let me double check
but at this point you are looking for your animations somewhere
well I mean, it only takes like 5 clicks to make it a pink man instead. 
@fading vector
@signal jetty I think you should look for a blender discord
ahhh
I trying To get this to UE4
Looks good
well you're in blender
thats not high enough
how do i trigger an event node from a radial force event ?
while high*
@rotund scroll Well I manage to make the fox Running.. but it also run when standing still ๐ฎ LOL
@rancid lynx radial damage?
your going to require about 20 more hours of youtube video study to get it working ๐
its easy. just start now.
i have a actorBP that throws a radial force or radial impulse, fire impulse.
@sleek fable google how to set up animation graphs in unreal
when another actor is pushed, how do i trigger an event inside BP 2 ?
"when actor2 is pushed " "event" node
so, good luck
I suppose OnComponentHit doesn't fire when pushed
Hey @next badger this is kind of unrelated but do you know if I can make the sphere stop scaling to the screen size?
ยฏ_(ใ)_/ยฏ
also, i dont turn on "hit" for all actors at all times.
since the dds file is like 16:9 on a phone shape is looks kinda odd lol
@rotund scroll I think I finally figure it out. well actually did not figure it out, it just happen to be the correct button to push.
Not what you want but maybe the radial force can apply damage and you can hook into OnRadialDamage
ยฏ_(ใ)_/ยฏ
onradialdamage. ty ill try that
@polar hawk @next badger Solved the rotating parameter cube issue
cool now write a blog post
I had to change the mesh to AnimBP_C , But I have no idea what that is ? and why that one worked.
I have the weirdest bug, there is no option on import to disable generate lightmap uvs
4.25.1?
4.24.2
I'd assume that was fixed in .2 but its definitely a 4.25 issue
@fading vector um...i think you have to rewrite the reflection vector code
odd
Or at least I'm 80% sure it is
I saw something regarding lightmap import issues in the forum
@sleek fable there's tons of info on the unreal documentation site. I recommend you look there for greater understanding
@rancid lynx i think you better to call an event on the "pushed" actor when you do so...
since you are pushing it anyway
am i just tired and missing it?
That would be really annoying if there wasn't a generic event for taking a physics impulse
how do i call an event inside pushed actor ? other than manually adding sphere collisions
i can apply the movement, but how do i connect code to that event.
I don't see it, I'm going with 4.25
"Fixed! UE-86566 Can't assign LightMapCoordinateIndex on Static Mesh with generated LODs"
no, no its not
hehe
i know how to do it with physical spherecollision events. but idk how to do through radial damage yet. so im watching matts youtube radial damage stuff
@rotund scroll Yes, I try to read about everything. problem is that I get confused what to read for. Mesh\Skeleton\Mannequin\Character\Actor.. and so on! I need to understand the basics, how this is all build up ๐
applyradialdamage node should work it seems
@fierce tulip is that a new imported mesh?
i should try a fresh import
@rotund scroll but thank you allot for pointing me into the correct direction ! I will manage from here I hope.
@fierce tulip
@fierce tulip set it, then press apply on the bottom
you can use Matrix editor
welp...it's not there =)))
sadly that for some reason doesnt work
yeeehaw OnRadialDamage node ! i learned a new node for actor communication. fun times
@fierce tulip you can use plugin
bleh
@fierce tulip do you have this option?
no
iirc it's enabled by this plugin
too much work :p
but I dont want a lightmap thats the thing :p
that fine
ooh
I just reset my main harddrive but i have ue4 on a seperate harddrive. How do I find the installation with the epic games launcher?
1
i think you can launch the engine and it will add registry record
then you can launch launcher and it may find it
Should be able to browse to it yeah
yep
before it was a real pain to add it to launcher
Hello, i downloaded quixel bridge plugin but now my unreal engine doesnt launch . I tried to delete the plugin's folder but it says that i do not have enough permissions
@worldly axle show the error message
it just doesnt launches
idk where is the log dir
when i press launch it loads then it closes
oh
u mean the error message of the permissions?
does anyone know how to fix this with the procedural foliage? I don't know what settings you would need to see so just tell me and I'll send em
I need it to be more spread out, it is only going to the sides
@worldly axle C:\Users-----\AppData\Local\UnrealEngine\4.-----\Saved\Logs
@novel summit volume should intersect with surface
looks like the error is around here
2020.03.15-01.04.27:392][ 20]LogFileCache: Scanning file cache for directory 'C:/Users/nouyo/AppData/Local/UnrealEngine/4.24/Content/Collections/' took 0.00s
[2020.03.15-01.04.27:392][ 20]LogCollectionManager: Fixed up redirectors for 0 collections in 0.000008 seconds (updated 0 objects)
[2020.03.15-01.05.06:210][182]LogSlate: Window 'Unreal Project Browser' being destroyed
[2020.03.15-01.05.06:211][182]LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
[2020.03.15-01.05.06:273][183]Cmd: QUIT_EDITOR
[2020.03.15-01.05.06:273][183]LogCore: Engine exit requested (reason: UUnrealEdEngine::CloseEditor())
[2020.03.15-01.05.06:288][183]LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
[2020.03.15-01.05.06:290][183]LogAudioMixer: Display: No commands were queued while flushing the source manager.
[2020.03.15-01.05.06:334][183]LogExit: Preparing to exit.
[2020.03.15-01.05.06:995][183]LogDemo: Cleaned up 0 splitscreen connections with owner deletion
[2020.03.15-01.05.07:031][183]LogWorld: UWorld::CleanupWorld for None, bSessionEnded=true, bCleanupResources=true
[2020.03.15-01.05.07:031][183]LogExit: Editor shut down
[2020.03.15-01.05.07:032][183]LogExit: Transaction tracking system shut down
[2020.03.15-01.05.07:401][183]LogExit: Object subsystem successfully closed.
But here is the full report
oh
Log file open, 03/15/20 02:26:12
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogPluginManager: Error: Unable to load plugin 'SignificanceManager'. Aborting.
you can ignore vtune and prof errors
oh closing epic games launcher makes the folder deletable . But if i re install the plugin, it doesnt work again
so, it does work when you deleting a plugin?
yes
Can you force viewport to certain resolution/ratio? like 1024x512 / 2:1 etc
what is equivalent to get player pawn for getting enemy or other character than player?
@worldly axle 4.24?
hello everyonw, do anybody knows a service or a way for in game purchasing like "in app Purchase" but for PC ?
yes
but it looks like it is supposed to be supported : https://quixel.com/blog/2019/12/20/bridge-2019-5-all-new-ue-plugin-with-4-24-mac-support
thank you @next badger for responding.. xsolla isn't easy to use with ue4, i have a bad history with it..
but i think ill give it another try, i got no other choice...
@midnight bolt it is always forced to that resolution...if you want to have that option in the editor
- enable cinematic view
@midnight bolt
2) set the letterbox mask
color of the letterbox mask is under numbers
@icy sparrow well, if you have any other payments processor you can search for its plugin
@next badger i think this is for Android apps only ?
Need some help. I have two rotators: TargetRotator and CurrentRotator. How can I get a value of how close they are?
Kinda like dot product. But how do i use that with a rotator
what is the equivalent for get player pawn for enemies?...
@plush yew for AI controller?
yes
get controlled pawn
This blueprint (self) is not a Controller, therefore ' Target ' must have a connection.
ofc
what is the target then
ai controller obviosly
but its ok ๐ and thanks too
where do you want to get pawn?
cause inside the pawn BP - self is the controlled pawn
and in another BP, you need to have a reference to some AI
which will make no sense as there are no distinction between ai controllers
no...there is...but not in that sense
Is there a way to set the image/texture of an image in a widget?
All I see is this which shows 0 assets
@fading vector you need to use SetBrushFromTexture2D. May not need the cast, but depends on your situation.
@next badger how do I make the grass more dense?
@sinful osprey Hmm
I really just want to greyscale an image on my widget
I can do that from the player, but I'm not entirely sure how. I've never casted to a gui before, normally just binding things worked, however what I'm doing is a bit more complex than that
Does anyone know what goes on object when casting to a widget?
You need a reference to that widget, @fading vector Wherever you created the widget, drag off the return value, choose Promote to Variable, name it and that's your reference to use on Object for the cast.
HUD_Ref is the variable I use to access my Gameplay_HUD widget for casting.
On the CreateWidget node... wherever you are creating the widget and then adding it to the viewport
just wondering on anyone who could guide me on the way of doing input an output settings for options?
gotta give people the choice to swap, rather than ue4 defaulting to windows default
@novel summit there are settings like Density/1Kuu, and radius
in procedural mode you also have additional settings
Idk what to set them to though. I've been trying to play around with them but nothing really works (sorry about the phone photo, discord isn't opening on my pc
Er lol, yeah you could use a web browser. tried to post a url but realize you can't hit it on your computer
any way to force a skel mesh to use its default materials? if I use "set skeletal mesh", it doesn't override the materials with new ones, it tries to re-use the old ones
Yeah you reset the overrides sinn
hmm, not sure
But,
maybe if I null all the materials before overriding the skeletal mesh, it'll work
This empties all override materials and used by editor when replacing preview mesh
Yeah idk if that is exposed
Hi everyone, Im trying to get my tabs to reopen when i go into 4.24 but they dont is this a bug?
What i meant by re open, like previously opened tabs i was working on and after i close the editor when i reopen they should re open. This use to work in other versions.
what I was trying worked -- null all materials on mesh, then set new mesh and it forces it to use its defaults
๐
Is it important which version of VS we use?
What version of ue?
4.24.3
Okay. Cause I remember seeing forum posts about how people kept having issues with differing VS versions somehow.
Just confirming.
Are you building git engine?
Nope.
Ah I see.
If tabs re open for you can you share your settings please
Ok you know when you have some tabs opened in the editor than close your editor it should save them right? well when i reopen the editor they dont reopen as they did in other versions im on 4.24.3
i hate the H button. does anyone else hate the H button? i used to play MMOs for like 20 years, i never hated the H button before... but not that i program and blueprint code with a VR HMD on half the time, there is one key i miss 40 percent of the time... well 30 percent... just enough to be goooot daaamnpt annoying.
anyone else hate the H button ? or only me ?
There is no 4.23.3 afaik
REF HMD = REF GMD 30 percent of the time X_x
sorry i meant 4.24.3
H should have an indentation or scoop on it
Hi, I'm Phoenix, I've just started using Unreal Engine. I am working with a partner (Also new to UE4) and we look forward to sharing our project and looking for help ๐
If you could give me an example of tab your expecting to save porckchop
@novel summit you need to lower shade AND radius
Ok
hover, they have the description
What's that?
hover?
means - hold mouse above the property name
@soft atlas read the rules #looking-for-talent
@normal burrow Ok let's say you have a few blueprints your working on than for some reason you have to close your editor, maybe to work on animations or whatever. So let's say you go back into the editor the Bp's you had opened in tabs arent re opening.
also Welcome!
Blueprints have never done this
If they would restore it could cause a nasty launch bug
Individual blueprint windows will
there's a setting for it
Really?
Yes they did, if i had a BP opened in a new tab and closed the editor, when i re open the editor again that bp that was in tab re opened. just like google chrome. worked in 4.18, 4.21 ,4.22 ,4.23
i have that checked to true
there's also this setting that sets where the tab will be docked, it may be related
@next badger thx, I thought you said however
@novel summit ahaha, makes sense
Yeah mine says default i also tried the other settings in the drop down but i seem to be having no luck, maybe its a weird bug?
no clue, i'm not restoring tabs on open
I mean it's just cool to be able to open where you left off especially on large projects and not have to go looking for it every time
Didnโt know that was a thing tbh
Either way Thanks Guys i appreciate your time P@t and Alexey Mark (S-ed) ๐
What should I put it at to make it more dense?
@novel summit it's a distance, in Units (cm) between instances
you can also check ignore shade
that will make them to overlap
All I get is can grow in shade and spawns in shade
Wait might have gotten it
I am very wrong
I only got a little bit more
How do I store a trace hit object so I can use it inside another bp
@hexed hornet make a variable...
variables don't transfer to another bp
yes they do
@normal burrow Check out the work in progress, and you'll see what I've been working on
@next badger what am I doing wrong XD
What would I put in the object section then?
Picture?
@novel summit it's hard to tell be those photos what's on screen
@hexed hornet um...get player controller?
@next badger Would you critique what I posted in the work in progress?
@green sky i think i know how make ue4 open assets
CleanShutdown=True
SuppressRestorePreviouslyOpenAssetsNotification=True```
in --project--\Saved\Config\Windows\EditorPerProjectUserSettings.ini
@fading vector it lacks of inertia feeling...i'd added a camera that moves forward and back if ball stops/accelerating
@fading vector also ramps
@novel summit have you tried on simple meshes?
Also death camera
what's that?
Let the ball fall a bit crypto (.2 seconds)
@novel summit make an foliage type from basic ball mesh, and see how it spawning
nap time, sry
@next badger good idea
lol I already did that but night
@next badger how would you suggest to create camera inertia? Is there a simple setting for this?
Hey All, is there a good channel to discuss nDisplay?
@fading vector no... add a camera arm, on acceleration increase the length, on deceleration shorten it
you can also add camera shake (this one exist) on heavy impacts
@gilded plinth #graphics probably
ok...now i'm really left
hmm k cool. If anyone has used nDisplay, I have been hired on a gig to figure it out. They have ambitious plans to have particles and things moving based on player input, but i don't get whether those particles will replicate as they move across screens.
how do i do a radial explosion that also adds some rotation to objects? when i do standard RadialForce, all 200 cubes move away, with zero rotation.
i tried adding "Add angular force" but that effected the initial radial force , even though it said "add " and not "overwrite
It wonโt overwrite
But
A good way to fake some rotational force would be to find nearest point on each primitive within the radius to center and the furthest
Then apply the force at the two points
Believe radial force applies at CoM so there would be no angular component
Honestly why wouldn't UE4 use the literal same c++ parent class for the default ThirdPersonCharacter in their BP and C++ versions of the Third Person Template?
C++ 3rd Person Template will yield a parent of ProjectNameCharacter where BP 3rd Person Template will yield a parent of Character
One shows you how to do c++ things
both parents are c++ why not have all the code in both instead of the BP induced one being different?
because they are showing you the correct way to do both approaches, which is not the same
Huh? if both parents are C++ why would you NOT want to see the details?
Hey is anyone familiar with world space widgets? I'm trying to click a buyyon using mouse cursor in a world space widget
Bp third person character probably parents Character Geoseph
Where it does everything the c++ version does in template without c++
I've no idea what "want to see the details" is even supposed to mean
Want to see the declarations and fuctions duh
with out having to chase them thru a fucking maze
the bp template inherits character with a bp and implements stuff there. the c++ template inherits character with a c++ class and implements stuff there. then they make a bp child of that to assign asset references, as is the convention
Ye
the entire point of the c++ template is to not use bp for logic. like I don't get the question here
its NOT possible to swap between COMPLEX and Simple mesh collision during runtime, correct ? X_x
other than doubling all meshes and swapping mesh for mesh X_x
the entire point of the c++ template is to not use bp for logic. like I don't get the question here
@manic pawn if that were true why even use UE4?
that a real question?
if you want to use bp, then use bp template
Code is not one
it's that easy
If you want to mix in c++
Use the c++ template
Though you can add c++ at any time. It still will be blueprints where itโs blueprints
Its just annoying as a new developer to UE4 because this can have large impacts when you reparent a Character
Donโt reparent in such cases
You learn when things fly and donโt as you go on
Thats my point, its a constant battle even over basic shit that should be BY NOW default capabilities.
like honestly changing character movement speed with replication is horrible by default.
gives you the impression the variable is settable but hell no if you are client
obviously not
Just reconfigure
if clients had authority over their speed, everyone would be cheating
So what you mean no game should have sprinting ? unless you are host? i don't get it
Why are you concerned with the two templates?
multiplayer is complicated, character movement with prediction and reconciliation is even more complicated, nothing can be done about this
the correct way to handle sprint would be to integrate it into the character movement component as a custom flag and predicted action
^ yes I know ... why wouldn't that just be in the default character movement component instead of forcing people to roll their own?
Making your own c++ ACharacter shouldnโt have issues with reparent unless youโve got duplicate components or variables
guess they didn't need sprint when they made it
yeah that thing is really kinda backed up into a corner of horribleness all around
they've started a project to make a new prediction framework and a new movement system from the ground up, but it will be a while
Idk bSprint? RunMax:WalkMax;
my point is I'm building a multiplayer game, you'd think that UE4 wouldn't make it a pain in my ass simple to set the movement speed of players since supposedly the movement replicates out of the box
the problem is when they add sprint by default that will now use one of the 4 flags you have available and if your game doesn't need sprint then you will have one less available
current movement is not very extensible
Thereโs an alternative
^ not set up for multiplayer
Ah
It just makes no sense to me how its UE FOUR ! and we are have to create our own custom movement component just to set a basic variable like character max walk speed in order to get it working with multiplayer.
guys am having a big problem am trying to test what are the particles in my scene
and none of them are showing up
I dont know where i missed up but its killing me :D..
Oh fixed if any1 have this problem you need to Put it the ViewPort into realTime
Hi all, is there a way to freeze actors so I dont select them in my viewport while working ?
any particular reason disabling prebaked lightning in a project would make it take an eternity to load?
It says what line of your flip flop is firing basically @plush yew
Yeah initially - but a flip flop by design is meant to be run multiple times. The is A just tells you where you are up to
Like for example a door trigger could open on a and close on b with an overlap event firing it
So sometime we need to ignore B right?
If it's sometimes either don't use flip flop or put a check of some sort to say whether the code on b line can continue through
Depends what you are doing really
You could do on that check, if you don't want b to run, route the branch to the a line if need be
Just use common sense/logic really
ConfUcious lets say i entered the flip flop
and it did A
Is there a way if i entered it again it dose A again not B?
Am trying to do something
Errr
Put a branch on line b, give it a condition to say whether b line continues, or whether it has to route to a line instead
Anyone want to help me figure out a new way to change the rgb of material more efficiently?
I would but material is not a strong point for me bud
It's like staring at japanese
Shoot
I have a slider
that casts to a pawn
and starts an event whenever it changes
We capture the value, blue green red, whatever.
store in the game instance after setting the color on the material
and then re-apply to the real character
So does it not work?
it does
I realized
This is bad
so much casting
There has got to be a better way
I'd say try an interface, as you can do away with casting. But casting isn't that bad of a thing In alot of instances
For a menu, casting isn't bad
If it's a character that casts to a bunch of things - now that's bad
Everything that it casts to will be loaded even if the actual thing it's casting to isn't in the level
Hmm
So more memory for nothing
There's no one way to do things man, and no one right or wrong way
Yeah but there are always better ways
Yeah, that's true, but in your instance, a single cast to something to get a variable isn't bad for a menu
I mean
The fact that I use a dummy pawn
just shows I'm not experienced
and maybe this method works for this game
but in the future it could catch up to me
You could store it to a player state and use the player state to modify your pawn
hey.. what is the shortcut for cutting a BP connection?
Alt left click
player state, never really used one
thanks
If you're casting more than a few times to the same class in the same bp it could be beneficial to save the target as a variable.
Generic shooter did it like that. I use it. The menu sets things on a dummy pawn, saves it In a player state, and the player state variables are loaded when the character loads
Wait I had another idea
And yep Squize is right
Can't I save like a 3 point variable
like vector3
or something like that
instead of having 3 variables
I can have 1
You could. Its not really smaller tho, if thats what you wanted
Don't overthink it bro
Yepp. And just 1 simple varoable name :p
Personally i collapse them if its reasonable , as in they get used the same place etc etc
player state sounds a lot like game instance
Its definetly not ^^'
umm.. I'm having a problem, my Main Menu BP is not right it seems.. the Menu is not loading, and I'm directly being plunged into game. So I disconnected a few things, now want to connect things properly
Is your menu set to load in the level bp or game mode?
in an older tutorial, I need to connect the "in widget to focus" to a "a get reference to self" .. but seems that is incorrect now
my game has only 1 level.. this is level bp
say whaaaat
sorry, I'm weak with BP...
in widget to focus is whatever widget you want to have the user focus on
Hmm, so Set Vector Parameter Value has this here. This is a Linear color, I wonder if I can use one of these.
okay, so what should I put it to?
also, is the EventBeginPlay better or EventConstruct .. in the beginning of the node tree
Drag the pin from the "Create MainMenu widget" and connect it
beginplay i'd consider safer , but it could be bs ๐
yeap
Normally i'd save widgets as variables aswell, but since its just the main menu... i guess its less important
there is some error .. forwards in my BP
I didn't design it, someone else did.. in a rush
this is the rest of it
It seems it is causing a compilation error
I think this convo could be moved to #blueprint by now, not to flood this chat
okay.. wait
what would be the best way to get some rocks to spawn with physics? I was thinking a particle system, but have no idea how in UE
Okay so I am at a stopping point
Say I want to change multiple parameters
Err, actually let me get back on that
okay, this is making me scratch my head
This is my image as imported in UE4
but it is getting tinted a bit of white
when I use it as background for my menu
how do I stop that? I played around with the 'Tint' and 'Color and Opacity' values .. but couldn't figure it out yet
you probably want sRGB enabled
how do I do that?
the texture group setting is wrong too
it's set to world normal map
not sure if it matters in this case but I'd set it to the proper one anyway ๐
okay, should I turn it to UI or World?
https://www.youtube.com/watch?v=71FYw94PpRg when i face south my grass brightness matches my terrain wonderfully, when i turn north its far far too dark. how can i reduce the drastic difference in grass lighting ?
can someone please help me with my grass lighting ? when i face south, its a wonderful brightness, when i face north, its far too dark. can i disable direct lighting or shadows on foliage only ?
what would be the best way to get some rocks to spawn with physics? I was thinking a particle system, but have no idea how in UE
that depends alot on when you want them to spawn, how, why. actually
i mean. do you want them everywhere always all over the map at all times?
just over time, from start - its for an animated clip
or just like, when you fart on a hammer?
basically want them to spawn and fall and stack during the clip
do you want to place them yourself? or just spam them all over your map ? 100 percent duration? 2 percent duration?
just in one particular location
so the guy is drilling and i need some debris - but rocks, not dust
they want to fly out of the drill area?
thats a start
make the drill spawn them, from the tip location
make a debrii actro BP, and have the drill spawn alot of those actors.
2k actors starts to lag VR
ok, so best to do it via blueprints ? sorry, im super new to UE
oh, yea, niagara particleswould be great for that
niagara particle system is super great at spamming junk like that.
lemi see if i can recommend a video
awesome, that'd be great โค๏ธ
this one showed me alot. last week. im still very new with niagara also, but its really great
the trickiest thing was, when i noticed... each little drop down menu can be replaced with other functions... like.. color can change to "random color"
its tricky to explain. this video showed me.
I show how you can use the Particles.Velocity to control the color and for example rotation rate of the particles. And I try to show traps and gotchas I fell into.
that looks pretty much what I want
watch what he does around 4:50 mark
thats a great clue
he swaps "color" for like.. "random color"
idk
i am having an issue with collisions... my player controlled pawns and the AI controlled ones can fly through things that have block all
do BOTH actors have block all ? if 1 is set to ignore, both will ignore
if 1 actor has block and 1 has ignore, default will ignore.
DSA, Box collisions and sphere collisions can handle alot of that. youtube search, ue4 box sphere collisions. mesh collisions can do the same thing
collisions trigger events basically
yes both have block all
blueprints can do it. https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ this guys channel will teach you it all
this is frustrating, i dont know what i am doing wrong that is blocking my collisions
rather not allowing them to happen
yea. collisions were 200 hours worth of "what the holy fuck is the problem" for me also
trial and error X_x. or college X_x
i chose trial and error
tip. large collisions overlap when you least expect.
print "overlapping component"
my best friend
Grass Foliage Lighting question OmgWtfX_x. when I face East the Lighting on the grass is wonderful, when i face West, its quite DARK X_x. is there a way to minimize the shading on the grass? i understand that Direct Lighting is the probably culprit but X_x. my DLight is already like 1.5, 50% of the "lolTrashEpicRecommendedByZackValue"
god fucking damnit, i had sweep off set in the movement function
this somehow doesnt work what is wrong?
and yes its extra 720x1080 and not 1280x720
i folowed a tutorial on youtube , and i finished it he made it so when the game starts it immediatly activate the "FPSHUD" widget , i made a main menu thats not in the series .
how do i make it so the "FPSHUD" gets created in a certain level ONLY ?
if any more information is needed tell me
Your menu needs its own level, set the game mode to have no pawn and no HUD
When you hit play, have it load your desired level and game mode which should also have your fpshud
@fallen marten
i need your help
i been trying to ignore the flip flop B
i dont want it to happen some times
is there a way to stop it sometimes?
like dont enter B
@fallen marten it HAS its own level , but how od i set the gamemode to havve no pawn or HUD ?
Create a new game mode for that level and choose to have no pawn, no HUD, your player controller (or some other one depending on if the fps HUD is created in that controller, and whatever player state etc
๐ฎ
@austere scroll
it worked
i did it without a tutorial im getting better ๐
@fallen marten thx
Lol gotta love that... And yeah, no worries man ๐
@plush yew either stop using the node, or put a branch check on the b line to say whether it can run it not
I said that earlier
You can't tell the flip flop node itself to not run a line
YOU have to set the output exec lines to whether they can run whatever code is connected
Yep
No worries - clear it regularly unless theres shit you want to keep in there
And some backups are pretty handy every now and then
so this one is for the math and AI guys... i created a Spaceship game, because the actors are actually flying i created my own AI as a child actor, very rudimentary but it uses a sphere to detect targets, and knows how to pilot the ship as a human would do (by sending its output towards the ship input controls)
then i created gravity (n body gravity) so far so good everything works, because things are located in space, the number of objects in the game doesnt get too big so no issues with gravity going nuts with objects affecting each other
but now, i have to teach my AI to be able to pursue the player while avoiding gravity wells.
how would you guys explain the AI to do this while keeping tracking of a player?
my idea is to get the average heading of the target, get the opposite vector of the heading of the gravity well, and fly towards that direction as to avoid the gravity well, planets or stars
has anyone done something like this?
Good question - maybe some kind of collision sphere around your gravity well that can tell the AI to change its course by some amount of degrees?
Or if it uses navigation, add some nav modifier around the well to stop it wanting to fly through it?
get the distance to the centre of the gravity well, then use that as an offset as to how the input adds to the movement. Being that its frame based and movement will do be with Input * Multiplier usually, you can affect either value with the distance of the object to say "should it be allowed to move in this direction" or "if it moves X-units too close in this direction, should we apply another force"
Hi Guys How can i Replicate Physics Animation for Player Mesh ?
Im using this on Beginplay
Have an event call that line of code, and the begin play call that event. Set the event to run on server
The editor is probably compiling, just leave it. I've had projects sit on various percentages loading up on my laptop for up to an hour
Well the first load anyways...
You mean like this
@fallen marten
i did that its still not replicated
on server i can see it yes but on client its not
still not but i think i have problem with animation first because the client is laggy
Only the server should call multicast tho
I will try
anyone gota tutorial on how to do attached HUD things like this ?
how "bad" is it to use property bindings?
Guys for doing cell shading in Unreal, like to make game with the art style of Code Vein, what's better? Making art assets that are in that style or using post processing to get the effect?
anyone interested in a basic AI bot setup stream in 1 hour? wasn't planning on talking but if people are interested
Guys When Client moving left and right or sprinting its shaking i've tried to google it nothing there anyone know this issue
?
Somebody tell me what is the different thing about Editor Widgets from UI Widgets?
I know the later
I don't understand the Editor Widgets
greetings, I'm Jax Sun. A new UE user. I've experience in using Unity and love to learn Unreal Engine. I'll be very grateful if any of you willing to recommend some basic things, tutorials , etc to me. Thank you.
@kindred viper ah what you said makes sense, i think i will do it that way, so that the closer the AI is closer to a gravity well the further it will point its forward vector away from it while still leaning towards the target.
Does anyone know if it is possible to use an opacity mask to get a random location on screen? Basically I have a widget with a texture that has an alpha channel and I want to randomly spawn other widgets on my texture. Any ideas how I could go about doing this?
so i have this interface on my ships to have them affected by gravity, my question is... how could i make this interface get the sum total of all the objects applying gravity upon this actor?
@pure galleon http://learn.unrealengine.com
@pure galleon also https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ
Thanks alot @next badger
@misty creek w/o c++ - no, even with c++ it's not a wise way to do that
why is it you're only allowed to have one of these? when I duplicate it i get "custom event" with a warning
@half turtle you may try to get all the components, then loop through them and get their mass
@elder moat why you need 2? just to make bp pretty?
mostly because basically I want if an enemy touches you an image appears on screen. And I can only do one enemy when I have like 5
eh i think i figured a way, i get an array wtih each unique object and assign them an index, then i append their gravity value on matching index in a vector array
Hey
now how do i get the sum of all the elements in an vector array?
@elder moat copying that will not add anything
I have 5 enemies pretty much. But I can only make 1 of them show the image when the player touches them. How can I get all 5 to do this as I am unable to duplicate this
this event will be fired 1, 2,5 100 times...you just need to know how to filter the other actors
Okay. How would you go about doing this?
So would there be a good way of doing something similar?
Found an alternate way to fix, thanks anyway @next badger
why is it you're only allowed to have one of these? when I duplicate it i get "custom event" with a warning
@elder moat did you tried to Rename it when you duplicate it ?
oh you mean the component overlap
you cant copy it just one and you can use a sequence
@elder moat try to store the image in array and get it when you overlap
Before I ask my question I want to state that I have looked in the proper venues for an answer but I dont know the proper wording I guess. Q: In ue4 how can I bind a mesh to a mesh? I.e. a mesh of a spaceship, I want to be able to change just the wings.
You mean wanna attach wings to spaceship ? for example
You can create a socket in bone of Wings and you can attach the static mesh to that socket and when you want change it you can switch it or you can destroy the actor from socket
if i got what you meant right xD
o.O Thanks you sooooo much!
np mate happy that answered your question
So does anyone have any suggestions as to how I could go about getting a random location on part of a texture in a widget?
@runic fern he wants a position from the texture alpha value
oh in texture
I've been trying to get texture-based importance sampling to work but without any luck :\
@misty creek generally no one is reading values from the texture back...people make textures based on data they put in
@runic fern I already fixed this, but thanks anyway
Yeah, I'm just not really sure how else I could go about it
When you fix something after asking a question, letting people know how you fixed it would be nice for those people who tried to help and future people with the issue
It isn't procedural
@grim ore he did, Yao just missed it
Then I missed it too lol, what was the fix?
yes.... what was the fix
ooh...okay, so you mean the actual solution should be posted...sorry
about the component overlap
you can't duplicate it but you can use Sequence instead if you have more than function wanna fire once this overlapped
the copying was not the question
oh xD
the issue was he wanted to get 5 overlaps
ah yes he can store it into an Array and Get it once component overlapped this is also the answer for the question
i have very few experience that why im trying to help at least gathering some information and try solve some issue for people xD
And i have a question ...
if i got a character very similar to other game character
and its allowed for commercial use can i use it in my game ?
hello , i have a little problem is there anyone who could give me his 3 minutes to explain something
im a beginner
@rocky pond Tell me maybe i can help
ok so i made a game , and made menu for it i have 3 buttons quit it works fine controls same and start game it doesnt and here is the problem i dont now what im doing wrong
game just dont start
can you show me the button function
sure
ok
and
change the function on button released better
not on clicked
on Button Released
nah, the same result . But when i press play now it goes like a little freeze something moves a little bit and nothing happen
like textures are reloading?
idk
can you show me your game mode settings
ofc
i created gamemode for this menu as it was shown in some tutorial
idk if its good im just beginner
Open your Maze1 Level and go to level blueprint
onBeginPlay -> PrintString
Level Started
like this
And try to launch it again see if you get the message when you start click the button
you have click event duplicated
and you are creating the mainmenu widget when you begin the play
i think that something is wrong with button
because when i print string to when button clicked it doesnmt show
message
delete this one
already
when i add print string to event begin play it works but when to button released it doesnt
soo it is something messed with button
ok delete everything from your Maze1 Blueprint
delete all the functions
or just unlink them
it works
go to MainMenuWidget Blueprint
im here
is it working now ?
oh ok
yup something like that
is it ok?
in chcaracter blueprint i have only codes for movement
no do it in character blueprint i will show you how
