#ue4-general

1 messages ยท Page 680 of 1

proper hatch
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@next badger I'm using a shelled sphere in order to get click event work from the inside

next badger
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@proper hatch is texture is 2048x1024? (100% sure?)

proper hatch
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yes. I have it in front of me here@next badger

obsidian nimbus
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now put a morph on ur skydome ๐Ÿ˜›

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to make it look normal again ๐Ÿ˜›

next badger
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in the texture

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generally, if it's set to none it should not make any padding, but...just in case it does by some issue or...

proper hatch
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@next badger ok give me a sec

fading vector
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@obsidian nimbus Any idea on what is causing this distortion/warping?

obsidian nimbus
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i never used those last 2 nodes

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sry ๐Ÿ˜ฆ

primal plank
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Is it possible to Stitch 4 maps from different files together? Into 1 big map?๐Ÿค”

next badger
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@primal plank texture maps?

primal plank
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Level**

next badger
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yes...

proper hatch
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@next badger Changed the Padding color to Red.. still gives me Black

primal plank
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And they just snap together to make a bigger piece/level.

next badger
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you can use world composition or level streaming

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i suggest world composition will suit you better

primal plank
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๐Ÿ‘๐Ÿพ๐Ÿ‘๐Ÿพ

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Thank you lol

fading vector
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Hmm, still not finding much. Does anyone else have any ideas or suggestions to make this paramcube rotate without distortion?

sleek fable
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is there anyone that can help me with changing mesh for my character ?

proper hatch
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@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.

sleek fable
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no one ?

next badger
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@sleek fable you have to ask actual question

sleek fable
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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)

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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.

rotund scroll
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do you have your pawn bp?

next badger
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to replace character you have to replace animation blueprint as well

sleek fable
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ok, what is a Skeletal Mesh Actor ? that is not the one you use to play ?

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I think I`m searching for the wrong thing here.

rotund scroll
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skeletal mesh is a mesh with a skeleton

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as in, bones

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bones are what allows for complex animation

sleek fable
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ok.. So I got mesh (bones that have the animation) and then the design ?

rotund scroll
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you need to head into your pawn bp

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ah perfect

mellow turret
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shouldn't this be enough to use the pawn's camera as the view target when the pawn is possessed?

sleek fable
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hm. I thought that replacing the "skin" was all I need to do ๐Ÿ˜ฎ

next badger
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@mellow turret manager uses 1st camera of the possessed pawn

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*first it can find

rotund scroll
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@sleek fable skin isn't the same as a mesh

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skin would be a cosmetic feature

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but all characters that you buy will come with their own mesh

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which is what carries the "skin"

mellow turret
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hmmm it changes the view target to the center of the possessed target itself, not the camera

sleek fable
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yes I got mesh, and physics assets

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just dont know how to use them.. and there was no tutorial with the asset.

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"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."

rotund scroll
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click the link

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about character setup

next badger
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@mellow turret hmm...then you probably need to add on possessed event action

sleek fable
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I reading it now..

mellow turret
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what kind of action? I tried Set Active to true overriding the pawn's Possessed and didnt work either

sleek fable
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I`m moving around with the arms out :p

rotund scroll
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so the t pose is the default pose if no animations were found

sleek fable
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not so sure what to do. there is a blueprint there, skeleton, and mesh, also animation.

rotund scroll
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if you go into your pawn blueprint

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it's probably called third person character

peak crane
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How to change the final file name? .exe?

fading vector
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Hey @rotund scroll do you have any ideas as to why this would be distorted/warping?

rancid lynx
sleek fable
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what should I do in the ThirdPerson Blueprint ?

next badger
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that's that camera manager does by default

fading vector
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You mean the dds file?

rotund scroll
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@sleek fable under the component list you'll find mesh

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click on it

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in its details, you'll see a spot where it says "animation instance"

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you need to supply its animations there

next badger
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@fading vector you already know what's causing the warping...

rotund scroll
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whether it's an animation blueprint or a montage or what have you

fading vector
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Yeah but I can't figure out how to fix it

next badger
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make a better mesh

fading vector
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Make a mesh, huh.. I didn't think of that method.

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A sphere is honestly all I need, how do other people have skyboxes without these issues?

mellow turret
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doing that doesn't work either

next badger
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@fading vector who said they have no those issues?

mellow turret
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tried to follow the controller's Possess with a breakpoint but didn't tell me much

sleek fable
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whether it's an animation blueprint or a montage or what have you
@rotund scroll I can find animation mode

fading vector
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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

next badger
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ofc...people use them, but not many spin the sky

fading vector
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fair point

next badger
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it does not matter if it's cube or whatever

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if you use reflection vector

rotund scroll
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@sleek fable did you click the mesh?

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is it selected?

sleek fable
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inside the blueprint ? i got Mesh (Inherited) , Mesh option (Skeletal Mesh)

rotund scroll
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yep

next badger
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@plush yew people use spheres cause it's equidistant , no weird issues with fog etc

sleek fable
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when I go from the ThirdpersonCharacter, and click mesh, i`m back again to the SK_Mannequinn

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I get confused what I should replace

next badger
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i call it skysphere...
but first games had box for it

fading vector
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Hmm

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that gives me an idea

rotund scroll
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@sleek fable you aren't supposed to click the actual mesh, just where it says mesh (inherited)

sleek fable
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@rotund scroll I did

rotund scroll
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so in the details

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there should something about animation

fading vector
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I tried to use a cube

sleek fable
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?

rotund scroll
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yes

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so where it says anim class

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you need to replace that with the animations you bought

fading vector
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@next badger So what kind of mesh would work?

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Seems like most shapes are going to have issues

next badger
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dense one

sleek fable
next badger
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octo/dodecahedra tessellated few times

rotund scroll
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I don't know which one is the one you bought

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you have to figure that out youself

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I gave you the tool

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now use it

sleek fable
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haha.. ok, thank you ๐Ÿ˜‰ I start with the first one and go down the list..

fading vector
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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?

sleek fable
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I cant understand why I`m trying to replace a animation on my "thirdpersonCharacte" that have another setup than the one I actually using ?

rotund scroll
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I mean I just went with what I thought was your pawn

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if you have a different pawn change it on that

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it's the same setting

sleek fable
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I dont know what a pawn is.. sorry

rotund scroll
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your character

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is your pawn

sleek fable
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ok

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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.

next badger
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@fading vector i actually never thought of it...you can use vertex rotation

rotund scroll
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yeah if there is no animation set with your character you'll either have to retarget or make your own

fading vector
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Vertex rotation, idk what that is

sleek fable
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@plush yew yes I can se the animation perfect

fading vector
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Looking now

next badger
rotund scroll
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@sleek fable can you screenshot the folder of what you bought from the marketplace?

next badger
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@fading vector it rotates mesh, but in shader

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thus not changing uv

sleek fable
rotund scroll
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so look inside the animations folder

sleek fable
rotund scroll
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are you inside the right folder?

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cartoonpk1 > animations?

sleek fable
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yes

rotund scroll
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I'd return the marketplace asset

sleek fable
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the preview is working ..

rancid lynx
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his hands look like hes pushing a shopping cart

sleek fable
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so it should work

rancid lynx
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will he be ?

sleek fable
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haha nop

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but that does not matter ๐Ÿ˜‰

rotund scroll
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I mean you gotta find those animations then

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if you see them then you should be able to find a path to them

rancid lynx
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can radial impulse or radial forces trigger events ?

rotund scroll
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generally anything can trigger events

rancid lynx
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can i use a radial force or impulse to trigger an event inside another blueprint ? how ?

sleek fable
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I just cant understand why it`s not as simple as "replace" the character

rotund scroll
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i'll be real with you

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nothing is simple in game dev

rancid lynx
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liteglow, it could be that simple if you just program it all up for us real fast.

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please.

sleek fable
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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

rotund scroll
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well this is the path you're walking down

rancid lynx
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it was infinitely harder 15 years ago

signal jetty
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Help

rancid lynx
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you had to pick 1 area and specilize

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you cant swim MM ?

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im too far away

next badger
sleek fable
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15 years ago I use HAMMER to create CS maps, it was alot more easy than this

signal jetty
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Who here has Blender

rancid lynx
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cs maps were trash

fading vector
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Yeah I was messing with

rancid lynx
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you could jump and shoot. thats it. but ty : )

fading vector
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Just a few steps behind that actually

signal jetty
rotund scroll
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hammer was a level editor though

signal jetty
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How do I open this

rotund scroll
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this is a complete game engine suite

sleek fable
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yes that is true

next badger
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@fading vector looks perfect on my end, no distortions

rancid lynx
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anyways. sorry : ) im just teasing.

signal jetty
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๐Ÿ˜ญ

rotund scroll
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also not really a blender discord

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you'll be better off finding one

sleek fable
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UE4 is great.. but something so simple is still so overly complex that it`s taking hours

rancid lynx
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how do i trigger an event based on a radial force?

rotund scroll
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well it's because behind the scenes it's not simple

sleek fable
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it should not take days just to change that white man into something else

fading vector
signal jetty
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@plush yew but

rotund scroll
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it doesn't

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it takes 5 minutes

rancid lynx
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ue4 is easy sometimes and hard sometimes. thats correct

fading vector
rancid lynx
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no need to rephrase it anymore : )

fading vector
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No idea what I did lol

rotund scroll
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or really, 30 seconds

fading vector
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Let me double check

signal jetty
rotund scroll
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but at this point you are looking for your animations somewhere

warm garden
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well I mean, it only takes like 5 clicks to make it a pink man instead. ASplans

next badger
rotund scroll
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@signal jetty I think you should look for a blender discord

fading vector
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ahhh

signal jetty
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I trying To get this to UE4

fading vector
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Looks good

rotund scroll
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well you're in blender

signal jetty
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Maybe a little

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Be*

polar hawk
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thats not high enough

rancid lynx
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how do i trigger an event node from a radial force event ?

rotund scroll
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while high*

fading vector
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Looking good ๐Ÿ˜›

sleek fable
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@rotund scroll Well I manage to make the fox Running.. but it also run when standing still ๐Ÿ˜ฎ LOL

next badger
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@rancid lynx radial damage?

rancid lynx
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your going to require about 20 more hours of youtube video study to get it working ๐Ÿ™‚

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its easy. just start now.

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i have a actorBP that throws a radial force or radial impulse, fire impulse.

rotund scroll
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@sleek fable google how to set up animation graphs in unreal

rancid lynx
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when another actor is pushed, how do i trigger an event inside BP 2 ?

rotund scroll
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the topic is getting really complex now

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more than I have time for

rancid lynx
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"when actor2 is pushed " "event" node

rotund scroll
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so, good luck

polar hawk
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I suppose OnComponentHit doesn't fire when pushed

fading vector
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Hey @next badger this is kind of unrelated but do you know if I can make the sphere stop scaling to the screen size?

polar hawk
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ยฏ_(ใƒ„)_/ยฏ

rancid lynx
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also, i dont turn on "hit" for all actors at all times.

fading vector
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since the dds file is like 16:9 on a phone shape is looks kinda odd lol

sleek fable
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@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.

polar hawk
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Not what you want but maybe the radial force can apply damage and you can hook into OnRadialDamage

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ยฏ_(ใƒ„)_/ยฏ

rancid lynx
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onradialdamage. ty ill try that

fading vector
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@polar hawk @next badger Solved the rotating parameter cube issue

polar hawk
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cool now write a blog post

sleek fable
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I had to change the mesh to AnimBP_C , But I have no idea what that is ? and why that one worked.

fierce tulip
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I have the weirdest bug, there is no option on import to disable generate lightmap uvs

polar hawk
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4.25.1?

fierce tulip
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4.24.2

polar hawk
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I'd assume that was fixed in .2 but its definitely a 4.25 issue

next badger
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@fading vector um...i think you have to rewrite the reflection vector code

fierce tulip
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odd

polar hawk
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Or at least I'm 80% sure it is

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I saw something regarding lightmap import issues in the forum

fading vector
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rewrite the c++ itself?

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@next badger ^

rotund scroll
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@sleek fable there's tons of info on the unreal documentation site. I recommend you look there for greater understanding

next badger
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@rancid lynx i think you better to call an event on the "pushed" actor when you do so...

next badger
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since you are pushing it anyway

fierce tulip
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am i just tired and missing it?

polar hawk
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That would be really annoying if there wasn't a generic event for taking a physics impulse

rancid lynx
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how do i call an event inside pushed actor ? other than manually adding sphere collisions

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i can apply the movement, but how do i connect code to that event.

polar hawk
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I don't see it, I'm going with 4.25

fierce tulip
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"Fixed! UE-86566 Can't assign LightMapCoordinateIndex on Static Mesh with generated LODs"

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no, no its not

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hehe

rancid lynx
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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

sleek fable
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@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 ๐Ÿ™‚

rancid lynx
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applyradialdamage node should work it seems

next badger
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@fierce tulip is that a new imported mesh?

fierce tulip
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i should try a fresh import

next badger
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@plush yew maybe...by using lighting channels

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@fierce tulip on existing i can tell

sleek fable
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@rotund scroll but thank you allot for pointing me into the correct direction ! I will manage from here I hope.

next badger
fierce tulip
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@next badger its on reimport

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sigh, ffs

next badger
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@fierce tulip set it, then press apply on the bottom

fierce tulip
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for 200 meshes?

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how about no :p

next badger
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you can use Matrix editor

fierce tulip
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oh yea

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derp

next badger
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welp...it's not there =)))

fierce tulip
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sadly that for some reason doesnt work

rancid lynx
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yeeehaw OnRadialDamage node ! i learned a new node for actor communication. fun times

fierce tulip
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hopefully update .3 fixes it

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<_<

next badger
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@fierce tulip you can use plugin

fierce tulip
#

bleh

next badger
fierce tulip
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no

next badger
fierce tulip
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too much work :p

next badger
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an you can do that for all the meshes at once

fierce tulip
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but I dont want a lightmap thats the thing :p

next badger
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ooooh

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my bad

fierce tulip
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that fine

next badger
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in project settings

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look the bottom one

fierce tulip
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ooh

dapper oak
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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?

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1

next badger
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i think you can launch the engine and it will add registry record
then you can launch launcher and it may find it

normal burrow
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Should be able to browse to it yeah

dark depot
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yep

next badger
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before it was a real pain to add it to launcher

worldly axle
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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

next badger
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@worldly axle show the error message

worldly axle
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it just doesnt launches

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idk where is the log dir

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when i press launch it loads then it closes

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oh

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u mean the error message of the permissions?

novel summit
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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

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I need it to be more spread out, it is only going to the sides

next badger
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@worldly axle C:\Users-----\AppData\Local\UnrealEngine\4.-----\Saved\Logs

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@novel summit volume should intersect with surface

worldly axle
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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

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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.

next badger
#

you can ignore vtune and prof errors

worldly axle
#

oh closing epic games launcher makes the folder deletable . But if i re install the plugin, it doesnt work again

next badger
#

so, it does work when you deleting a plugin?

worldly axle
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yes

novel summit
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lol I'm dumb

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thx @next badger

midnight bolt
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Can you force viewport to certain resolution/ratio? like 1024x512 / 2:1 etc

plush yew
#

what is equivalent to get player pawn for getting enemy or other character than player?

next badger
#

@worldly axle 4.24?

icy sparrow
#

hello everyonw, do anybody knows a service or a way for in game purchasing like "in app Purchase" but for PC ?

worldly axle
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yes

next badger
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@worldly axle it does

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or...it is

icy sparrow
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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...

next badger
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@midnight bolt it is always forced to that resolution...if you want to have that option in the editor

  1. enable cinematic view
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color of the letterbox mask is under numbers

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@icy sparrow well, if you have any other payments processor you can search for its plugin

midnight bolt
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@next badger this is exactly what i needed, thank you

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actually, its even more

next badger
#

IAP mentioned

icy sparrow
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@next badger i think this is for Android apps only ?

next badger
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no clue...i'm not using iap

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PlayFab also has IAP

near chasm
#

Need some help. I have two rotators: TargetRotator and CurrentRotator. How can I get a value of how close they are?

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Kinda like dot product. But how do i use that with a rotator

next badger
#

@near chasm GetManhattanDistance

plush yew
#

what is the equivalent for get player pawn for enemies?...

next badger
#

@plush yew for AI controller?

plush yew
#

yes

next badger
#

get controlled pawn

plush yew
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This blueprint (self) is not a Controller, therefore ' Target ' must have a connection.

next badger
#

ofc

plush yew
#

what is the target then

next badger
#

ai controller obviosly

plush yew
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hmm

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coulda made it easy to include get pawn and just list it get aicontroller

near chasm
#

thanks! @next badger

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it works

plush yew
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but its ok ๐Ÿ˜„ and thanks too

next badger
#

where do you want to get pawn?

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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

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no...there is...but not in that sense

fading vector
#

Is there a way to set the image/texture of an image in a widget?

#

All I see is this which shows 0 assets

sinful osprey
#

@fading vector you need to use SetBrushFromTexture2D. May not need the cast, but depends on your situation.

novel summit
fading vector
#

@sinful osprey Hmm

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I really just want to greyscale an image on my widget

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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

sinful osprey
#

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.

fading vector
#

hmm

#

where is the return value?

sinful osprey
#

On the CreateWidget node... wherever you are creating the widget and then adding it to the viewport

fading vector
#

Ohhhh

#

I see sorry

bitter iris
#

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

next badger
#

@novel summit there are settings like Density/1Kuu, and radius

novel summit
#

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

normal burrow
#

Er lol, yeah you could use a web browser. tried to post a url but realize you can't hit it on your computer

novel summit
#

Ik the link but this is just easier

#

I'll do it if it's absolutely necessary

winged crypt
#

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

normal burrow
#

Yeah you reset the overrides sinn

winged crypt
#

how?

#

I can do this, tedious though

normal burrow
#

In cpp you just clear the overrides array

#

Is that exposed as a variable? To bp

winged crypt
#

hmm, not sure

#

But,

#

maybe if I null all the materials before overriding the skeletal mesh, it'll work

normal burrow
#

Yeah idk if that is exposed

green sky
#

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.

winged crypt
#

what I was trying worked -- null all materials on mesh, then set new mesh and it forces it to use its defaults

#

๐Ÿ‘Œ

warm garden
#

Is it important which version of VS we use?

normal burrow
#

What version of ue?

warm garden
#

4.24.3

normal burrow
#

Would go with 2019

#

Could also use 2017

warm garden
#

Okay. Cause I remember seeing forum posts about how people kept having issues with differing VS versions somehow.

#

Just confirming.

normal burrow
#

Are you building git engine?

warm garden
#

Nope.

normal burrow
#

Youโ€™ll be fine with either then

#

2019 has an extra change in it for that

warm garden
#

Ah I see.

green sky
#

If tabs re open for you can you share your settings please

normal burrow
#

What tabs?

#

It wonโ€™t remember assets that are open

green sky
#

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

rancid lynx
#

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 ?

normal burrow
#

There is no 4.23.3 afaik

rancid lynx
#

REF HMD = REF GMD 30 percent of the time X_x

green sky
#

sorry i meant 4.24.3

normal burrow
#

H should have an indentation or scoop on it

soft atlas
#

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 ๐Ÿ˜…

normal burrow
#

If you could give me an example of tab your expecting to save porckchop

next badger
#

@novel summit you need to lower shade AND radius

novel summit
#

Ok

next badger
#

hover, they have the description

novel summit
#

What's that?

next badger
#

hover?

#

means - hold mouse above the property name

green sky
#

@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.

next badger
#

also Welcome!

normal burrow
#

Blueprints have never done this

#

If they would restore it could cause a nasty launch bug

#

Individual blueprint windows will

next badger
#

there's a setting for it

normal burrow
#

Really?

green sky
#

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

next badger
green sky
#

i have that checked to true

next badger
novel summit
#

@next badger thx, I thought you said however

next badger
#

@novel summit ahaha, makes sense

green sky
#

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?

next badger
#

no clue, i'm not restoring tabs on open

green sky
#

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

next badger
#

well, i'm using open last level option

#

that's it

normal burrow
#

Didnโ€™t know that was a thing tbh

green sky
#

Either way Thanks Guys i appreciate your time P@t and Alexey Mark (S-ed) ๐Ÿ™‚

next badger
novel summit
#

What should I put it at to make it more dense?

next badger
#

@novel summit it's a distance, in Units (cm) between instances

#

you can also check ignore shade

#

that will make them to overlap

novel summit
#

All I get is can grow in shade and spawns in shade

#

Wait might have gotten it

#

I am very wrong

hexed hornet
#

How do I store a trace hit object so I can use it inside another bp

next badger
#

@hexed hornet make a variable...

hexed hornet
#

variables don't transfer to another bp

novel summit
#

Yes they do

#

You need to cast to the original bp

next badger
#

yes they do

fading vector
#

@normal burrow Check out the work in progress, and you'll see what I've been working on

novel summit
hexed hornet
#

What would I put in the object section then?

novel summit
#

Picture?

next badger
#

@novel summit it's hard to tell be those photos what's on screen

#

@hexed hornet um...get player controller?

novel summit
#

One sec

#

I have 20 grass assets

#

all with the same settings

fading vector
#

@next badger Would you critique what I posted in the work in progress?

next badger
#

@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?

normal burrow
#

Also death camera

novel summit
#

what's that?

normal burrow
#

Let the ball fall a bit crypto (.2 seconds)

next badger
#

@novel summit make an foliage type from basic ball mesh, and see how it spawning

#

nap time, sry

fading vector
#

@next badger good idea

novel summit
#

lol I already did that but night

fading vector
#

@next badger how would you suggest to create camera inertia? Is there a simple setting for this?

gilded plinth
#

Hey All, is there a good channel to discuss nDisplay?

next badger
#

@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

#

ok...now i'm really left

gilded plinth
#

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.

rancid lynx
#

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

normal burrow
#

It wonโ€™t 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

tired skiff
#

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

normal burrow
#

One shows you how to do c++ things

tired skiff
#

both parents are c++ why not have all the code in both instead of the BP induced one being different?

manic pawn
#

because they are showing you the correct way to do both approaches, which is not the same

tired skiff
#

Huh? if both parents are C++ why would you NOT want to see the details?

near chasm
#

Hey is anyone familiar with world space widgets? I'm trying to click a buyyon using mouse cursor in a world space widget

normal burrow
#

Bp third person character probably parents Character Geoseph

#

Where it does everything the c++ version does in template without c++

manic pawn
#

I've no idea what "want to see the details" is even supposed to mean

tired skiff
#

Want to see the declarations and fuctions duh

#

with out having to chase them thru a fucking maze

normal burrow
#

Nah geoseph

#

They are different types

#

But both have the same parent

manic pawn
#

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

normal burrow
#

Ye

manic pawn
#

the entire point of the c++ template is to not use bp for logic. like I don't get the question here

rancid lynx
#

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

tired skiff
#

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?

manic pawn
#

that a real question?

normal burrow
#

There are two templates

#

Have little shared between them

manic pawn
#

if you want to use bp, then use bp template

normal burrow
#

Code is not one

manic pawn
#

it's that easy

normal burrow
#

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 itโ€™s blueprints

tired skiff
#

Its just annoying as a new developer to UE4 because this can have large impacts when you reparent a Character

normal burrow
#

Donโ€™t reparent in such cases

normal burrow
#

You learn when things fly and donโ€™t as you go on

tired skiff
#

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

manic pawn
#

obviously not

normal burrow
#

Just reconfigure

manic pawn
#

if clients had authority over their speed, everyone would be cheating

tired skiff
#

So what you mean no game should have sprinting ? unless you are host? i don't get it

normal burrow
#

Why are you concerned with the two templates?

manic pawn
#

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

tired skiff
#

^ yes I know ... why wouldn't that just be in the default character movement component instead of forcing people to roll their own?

normal burrow
#

Making your own c++ ACharacter shouldnโ€™t have issues with reparent unless youโ€™ve got duplicate components or variables

manic pawn
#

guess they didn't need sprint when they made it

tired skiff
#

And updates just aren't possible to it

#

lol

manic pawn
#

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

normal burrow
#

Idk bSprint? RunMax:WalkMax;

tired skiff
#

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

normal burrow
#

When did we start talking about net play

#

Iโ€™m confused lol

manic pawn
#

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

normal burrow
#

Thereโ€™s an alternative

manic pawn
#

^ not set up for multiplayer

normal burrow
#

Ah

tired skiff
#

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.

plush yew
#

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

mortal quarry
#

Hi all, is there a way to freeze actors so I dont select them in my viewport while working ?

half turtle
#

any particular reason disabling prebaked lightning in a project would make it take an eternity to load?

plush yew
#

Can any1 explain please

#

what Is A helpful for?

fallen marten
#

It says what line of your flip flop is firing basically @plush yew

plush yew
#

Like it shouldnt be always A?

#

bu default?

#

by*

fallen marten
#

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

plush yew
#

So sometime we need to ignore B right?

fallen marten
#

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

plush yew
#

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

fading vector
#

Errr

fallen marten
#

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

fading vector
#

Anyone want to help me figure out a new way to change the rgb of material more efficiently?

fallen marten
#

I would but material is not a strong point for me bud

fading vector
#

Me either lol

#

I just came to the realization

fallen marten
#

It's like staring at japanese

fading vector
#

well

#

let me show you first

fallen marten
#

Shoot

fading vector
#

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

fallen marten
#

So does it not work?

fading vector
#

it does

#

I realized

#

This is bad

#

so much casting

#

There has got to be a better way

fallen marten
#

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

fading vector
#

Hmm

fallen marten
#

So more memory for nothing

fading vector
#

I see

#

My game is small scope

#

However I want to learn to do things right

fallen marten
#

There's no one way to do things man, and no one right or wrong way

fading vector
#

Yeah but there are always better ways

fallen marten
#

Yeah, that's true, but in your instance, a single cast to something to get a variable isn't bad for a menu

fading vector
#

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

fallen marten
#

You could store it to a player state and use the player state to modify your pawn

thorn hazel
#

hey.. what is the shortcut for cutting a BP connection?

fallen marten
#

Alt left click

fading vector
#

player state, never really used one

thorn hazel
#

thanks

graceful sky
#

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.

fallen marten
#

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

fading vector
#

Wait I had another idea

fallen marten
#

And yep Squize is right

fading vector
#

Can't I save like a 3 point variable

#

like vector3

#

or something like that

#

instead of having 3 variables

#

I can have 1

fallen marten
#

Should be able to

#

Not really tried it

graceful sky
#

You could. Its not really smaller tho, if thats what you wanted

fading vector
#

I mean

#

its less too look at

fallen marten
#

Don't overthink it bro

graceful sky
#

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

fading vector
#

player state sounds a lot like game instance

graceful sky
#

Its definetly not ^^'

thorn hazel
#

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

fallen marten
#

Is your menu set to load in the level bp or game mode?

thorn hazel
#

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

graceful sky
#

say whaaaat

thorn hazel
#

sorry, I'm weak with BP...

graceful sky
#

in widget to focus is whatever widget you want to have the user focus on

fading vector
#

Hmm, so Set Vector Parameter Value has this here. This is a Linear color, I wonder if I can use one of these.

thorn hazel
#

okay, so what should I put it to?

#

also, is the EventBeginPlay better or EventConstruct .. in the beginning of the node tree

graceful sky
#

Drag the pin from the "Create MainMenu widget" and connect it

#

beginplay i'd consider safer , but it could be bs ๐Ÿ˜›

thorn hazel
#

okay trying

#

like this right?

graceful sky
#

yeap

#

Normally i'd save widgets as variables aswell, but since its just the main menu... i guess its less important

thorn hazel
#

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

fallen marten
#

Is that reference correct?

#

How was it created?

graceful sky
#

I think this convo could be moved to #blueprint by now, not to flood this chat

thorn hazel
#

okay.. wait

plush thicket
#

free sound for any of you who wanna use it

#

i made this weird menu sound

mortal quarry
#

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

fading vector
#

Okay so I am at a stopping point

#

Say I want to change multiple parameters

#

Err, actually let me get back on that

thorn hazel
#

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

honest vale
#

you probably want sRGB enabled

thorn hazel
#

how do I do that?

honest vale
#

the checkbox is visible in your first screenshot

#

under texture category

thorn hazel
#

ah its fixed

#

thanks a lot ๐Ÿ™‚

honest vale
#

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 ๐Ÿ˜„

rancid lynx
#

sRBG X_x. i remember those days.

#

countless minutes of WTFThisisBullshiz

thorn hazel
#

okay, should I turn it to UI or World?

rancid lynx
#

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 ?

mortal quarry
#

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

rancid lynx
#

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?

mortal quarry
#

just over time, from start - its for an animated clip

rancid lynx
#

or just like, when you fart on a hammer?

mortal quarry
#

basically want them to spawn and fall and stack during the clip

rancid lynx
#

do you want to place them yourself? or just spam them all over your map ? 100 percent duration? 2 percent duration?

mortal quarry
#

just in one particular location

rancid lynx
#

ok

#

so, spawn and fall. hmm

mortal quarry
#

so the guy is drilling and i need some debris - but rocks, not dust

rancid lynx
#

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

mortal quarry
#

ok, so best to do it via blueprints ? sorry, im super new to UE

rancid lynx
#

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

mortal quarry
#

awesome, that'd be great โค๏ธ

rancid lynx
#

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.

mortal quarry
#

that looks pretty much what I want

rancid lynx
#

watch what he does around 4:50 mark

#

thats a great clue

#

he swaps "color" for like.. "random color"

#

idk

half turtle
#

i am having an issue with collisions... my player controlled pawns and the AI controlled ones can fly through things that have block all

rancid lynx
#

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

half turtle
#

yes both have block all

rancid lynx
half turtle
#

this is frustrating, i dont know what i am doing wrong that is blocking my collisions

#

rather not allowing them to happen

rancid lynx
#

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

rancid lynx
#

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"

half turtle
#

god fucking damnit, i had sweep off set in the movement function

radiant haven
#

this somehow doesnt work what is wrong?

#

and yes its extra 720x1080 and not 1280x720

austere scroll
#

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 .

#

if any more information is needed tell me

fallen marten
#

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

plush yew
#

@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

austere scroll
#

@fallen marten it HAS its own level , but how od i set the gamemode to havve no pawn or HUD ?

fallen marten
#

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

austere scroll
#

๐Ÿ˜ฎ

fallen marten
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@austere scroll

austere scroll
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it worked

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i did it without a tutorial im getting better ๐Ÿ™‚

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@fallen marten thx

fallen marten
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Lol gotta love that... And yeah, no worries man ๐Ÿ‘

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@plush yew either stop using the node, or put a branch check on the b line to say whether it can run it not

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I said that earlier

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You can't tell the flip flop node itself to not run a line

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YOU have to set the output exec lines to whether they can run whatever code is connected

wispy comet
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quick general UE question

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Can i remove the 'Saved' file in my UE project?

fallen marten
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Yep

wispy comet
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it's taking up 21gb space

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alright, thanks :D

fallen marten
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No worries - clear it regularly unless theres shit you want to keep in there

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And some backups are pretty handy every now and then

half turtle
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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

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has anyone done something like this?

fallen marten
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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?

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Or if it uses navigation, add some nav modifier around the well to stop it wanting to fly through it?

kindred viper
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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"

runic fern
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Hi Guys How can i Replicate Physics Animation for Player Mesh ?

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Im using this on Beginplay

fallen marten
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Have an event call that line of code, and the begin play call that event. Set the event to run on server

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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

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Well the first load anyways...

runic fern
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@fallen marten

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i did that its still not replicated

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on server i can see it yes but on client its not

fallen marten
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Set to multicast then

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@runic fern

runic fern
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still not but i think i have problem with animation first because the client is laggy

fallen marten
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Only the server should call multicast tho

runic fern
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I will try

austere scroll
opal hornet
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how "bad" is it to use property bindings?

icy narwhal
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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?

opal hornet
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probably both

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i think BL3 does both

plush yew
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anyone interested in a basic AI bot setup stream in 1 hour? wasn't planning on talking but if people are interested

runic fern
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Guys When Client moving left and right or sprinting its shaking i've tried to google it nothing there anyone know this issue

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?

thorn hazel
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Somebody tell me what is the different thing about Editor Widgets from UI Widgets?

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I know the later

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I don't understand the Editor Widgets

pure galleon
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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.

half turtle
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@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.

misty creek
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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?

half turtle
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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?

next badger
pure galleon
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Thanks alot @next badger

next badger
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@misty creek w/o c++ - no, even with c++ it's not a wise way to do that

elder moat
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why is it you're only allowed to have one of these? when I duplicate it i get "custom event" with a warning

next badger
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@half turtle you may try to get all the components, then loop through them and get their mass

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@elder moat why you need 2? just to make bp pretty?

elder moat
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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

half turtle
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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

languid sparrow
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Hey

half turtle
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now how do i get the sum of all the elements in an vector array?

next badger
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@elder moat copying that will not add anything

elder moat
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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

next badger
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this event will be fired 1, 2,5 100 times...you just need to know how to filter the other actors

elder moat
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Okay. How would you go about doing this?

misty creek
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So would there be a good way of doing something similar?

elder moat
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Found an alternate way to fix, thanks anyway @next badger

runic fern
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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 ?

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oh you mean the component overlap

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you cant copy it just one and you can use a sequence

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@elder moat try to store the image in array and get it when you overlap

brisk folio
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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.

runic fern
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You mean wanna attach wings to spaceship ? for example

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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

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if i got what you meant right xD

brisk folio
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o.O Thanks you sooooo much!

runic fern
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np mate happy that answered your question

misty creek
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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
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Maybe you can use random float in range ?

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@misty creek

next badger
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@runic fern he wants a position from the texture alpha value

runic fern
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oh in texture

misty creek
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I've been trying to get texture-based importance sampling to work but without any luck :\

next badger
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@misty creek generally no one is reading values from the texture back...people make textures based on data they put in

elder moat
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@runic fern I already fixed this, but thanks anyway

misty creek
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Yeah, I'm just not really sure how else I could go about it

next badger
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your texture is procedural?

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if yes, you may rendertarget it

grim ore
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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

misty creek
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It isn't procedural

next badger
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@grim ore he did, Yao just missed it

grim ore
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Then I missed it too lol, what was the fix?

next badger
grim ore
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yes.... what was the fix

next badger
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ooh...okay, so you mean the actual solution should be posted...sorry

runic fern
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idk what are you talking about guys :d

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i was AFK

next badger
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Mathew wanted a solution he got from @elder moat

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typo

runic fern
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about the component overlap

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you can't duplicate it but you can use Sequence instead if you have more than function wanna fire once this overlapped

next badger
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the copying was not the question

runic fern
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oh xD

next badger
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the issue was he wanted to get 5 overlaps

runic fern
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ah yes he can store it into an Array and Get it once component overlapped this is also the answer for the question

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i have very few experience that why im trying to help at least gathering some information and try solve some issue for people xD

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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 ?

rocky pond
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hello , i have a little problem is there anyone who could give me his 3 minutes to explain something

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im a beginner

runic fern
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@rocky pond Tell me maybe i can help

rocky pond
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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

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game just dont start

runic fern
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can you show me the button function

rocky pond
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yep

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wait a second

runic fern
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sure

rocky pond
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here

runic fern
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try this Maze1?listen

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in open level

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Maze1?listen

rocky pond
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ok

runic fern
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and

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change the function on button released better

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not on clicked

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on Button Released

rocky pond
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ok

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a moment

runic fern
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and tell me the result

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ok

rocky pond
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nah, the same result . But when i press play now it goes like a little freeze something moves a little bit and nothing happen

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like textures are reloading?

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idk

runic fern
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can you show me your game mode settings

rocky pond
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ofc

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i created gamemode for this menu as it was shown in some tutorial

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idk if its good im just beginner

runic fern
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Open your Maze1 Level and go to level blueprint

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onBeginPlay -> PrintString

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Level Started

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And try to launch it again see if you get the message when you start click the button

rocky pond
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ok wait

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i sent ss of my maze1 blueprint

runic fern
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you have click event duplicated

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and you are creating the mainmenu widget when you begin the play

rocky pond
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i think that something is wrong with button

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because when i print string to when button clicked it doesnmt show

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message

runic fern
rocky pond
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already

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when i add print string to event begin play it works but when to button released it doesnt

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soo it is something messed with button

runic fern
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ok delete everything from your Maze1 Blueprint

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delete all the functions

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or just unlink them

rocky pond
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done

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i have only event begin play now

runic fern
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now Link print string to beginplay

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nothing else

rocky pond
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it works

runic fern
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go to MainMenuWidget Blueprint

rocky pond
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im here

runic fern
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on button released -> Openlevel Maze1?listen

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i will show you how

rocky pond
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yep

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done

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like that

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?

runic fern
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something like that might work

rocky pond
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lets try

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ok done

runic fern
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is it working now ?

rocky pond
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but now i need to add something so my menu will appear

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in maze1

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create widget

runic fern
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You mean HUD ?

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like health bar and stamina etc..

rocky pond
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i mean when you start game you have controls settings quit and play

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buttons

runic fern
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oh ok

rocky pond
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you told me to delete everything in maze 1

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and now i need to make it appear

runic fern
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When you Press ESC for example ?

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From Character Blueprint

rocky pond
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yup something like that

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is it ok?

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in chcaracter blueprint i have only codes for movement

runic fern
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no do it in character blueprint i will show you how

rocky pond
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thats how it looks right now

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character blueprint

runic fern
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something like that should work

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You need to get a reference for you widget on begin play when your character spawn

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After that i think flipflop can show and hide the menu

rocky pond
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which one set did you use on top line sorry i cant find it

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i dont know many things i started like 2 days ago