#ue4-general
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Yeah should be - there's pages in the docs that go through all the API as well
ok ty
Instance to be its own parent?
@fallen marten so I imported a texture from quixel but it creates an instance of a parent material which is not the texture that I want. So from this instance, I want to break the parent child relationship and make the instance a parent by its own, because I want to edit the nodes on the instance
Felix you should be able.to import a texture on its own, then right click on it and create a material
Timmy you have to write some functions In your character - think of it as writing a little story
@fallen marten sorry, what I meant was when I am importing a material from quixel, it creates an instance and not a parent. How do I set it so it creates parent ?
Like - when enemy capsule.overlaps character capsule, character has to do such and such
Yes but what code?
Can you even use blueprints man? Do you understand what you can do with components and how to manipulate them?
Know any code concepts?
Yes but let me tell you something
Hello world?
Make your character capsule rotate
It doesn't always rotate the player to face the enemy
Use look at rotation node
I did
Oh is it because I'm rotating just the camera? Is that why it wont face the enemy?
Yeah
Rotate the capsule, and your camera spring arm should rotate too
I'm doing that the camera will move with it
And you can then also set the camera rotation to face the enemy too. Use a disable input node to make sure the player can't face away fe the enemy for the duration of the attack and then enable input again or something
Just be creative man - experiment a bit and be logical
Bruh this is fps
Well you didn't say that
The camera should move anyway if the capsule moves. Capsule moves, mesh moves, and camera with it
Well let me say something
How can I make the player rotate to face the enemy REGARDLESS of looking direction?
Right now, the rotation is based on looking direction and I don't want that
The look at rotation gets your rotation, the enemy rotation and gives an amount to feed into the set rotation node so that it will look at your target
Right now, the rotation is based on looking direction and I don't want that
Right now, the rotation is based on looking direction and I don't want that
@plush yew
What do you want then?
If it's fps, the camera is pointing in your forward direction
Ok so I should've been more clear
Let's say you're facing away from the character
If you're looking to the right, it doesn't rotate the camera to be directly in front
Of the enemy
Basically you are going to want to rotate the player mesh, and camera toward your enemy doing the jumpscare
Do both if only one works right now
I don't know what else to say. Try add control input if you can do the math to make sure it stops where you want it
-There's no secret magic to this, just working through it logically
I'd write some BP but I'm on my phone, and I have no 1st person projects
How can I make my enemy move to the center of the players camera regardless of where the player is looking?
Do most components have a "U" before them
For example, "UStaticMeshComponent"
CreateDefualtSubClass<UStaticMeshComponent>("lazy");```
Get the players forward vector, multiply it by 200, get that vector and have the enemy move to that point. Then do look at rotation to set the enemy to face the player
If you want the enemy closer, make multiply by 70 or 60
Run the code I just said on overlap
Like as soon as he catches you I want him at the center I don't want him to like sweep there
Use set location and rotation node
Check sweep false
should pretty much teleport
So for the location get player forward vector and add vector offset?
Just multiply that forward vector by 70
Forward vector is the forward facing direction but is given as one unit long
So you multiply it to get a distance out in front
So I don't need to add
@patent fjord yes, there is a naming convention
ok mty
hi guys, if i make a pawn i created the default in gamemode how do i get to show UI for that pawn
Standards and conventions used by Epic Games in the Unreal Engine 4 codebase.
i created a UI in bluepritn but it only shows up for default pawn i want it on the pawn i made as default in my own gamemode
nvm I managed to do it. I used the event beginplay of the bp user that i used as defualt which is the child of the default pawn i wanted to use
You could also spawn the UI in the GameMode after spawning the player BP
The widget uses the player controller anyways
hi every body, is it possible that the same button hitting both single and combo like this video
Don't you just love crashes
Lol
@jolly shore Not quite sure if I got you right, but yes - just use timers or DEGast's suggestion... but it's really up to you, there's no checkbox to allow this per se. You'll have to implement it yourself. Not hard at all, just learn the basics of blueprints and you'll get there.
i want to be able to change between cameras in a smooth transition , i heard something about "lerp time" or something ? but i dont know how to put it in a sentence to search it
anyone got an idea ??
thx i will see it
thanks of answers ,I have seeing video on internet about combo but I didn't see about this. namely, same button uses for two actions
lerp is a linear interpolation between two values based on an alpha/weight value
sounds fancy or odd but is a really simple concept
@austere scroll I'd go through some of those examples, I believe you'll find it's the same camera blending between 2 different positions... I'm not 100% sure here as I haven't done that in a while
And positions can be set by two other cameras... but again, I'm doubting myself here. I should look at that myself lol
Can one get twin-motion assets and/or scenes into UE4 these days?
how do i make an NPC look at the player?
creepily?
@austere scroll You'll need a character or pawn with a camera (default 3rd person template has this setup) and then another camera that you've placed in the world. That BP you showed in the second image is inside the level blueprint. So create a 3rd person template, add a camera into the world, open the level blueprint and write that up just like that.
You might have to enable the level to have player input, but I'm not sure... it might receive input by default but don't think so.
@drowsy turtle get look at rotation to actor
it's a node
nvm
@celest creek why would i put a camera in hthe world if its an aiming camera , its supposed to be on the player, and btw im already using the third person template
if you want just the head to turn you'll have to communicate with the animBP
so i have a a spaceship game, where ships are using physics for movement (force and mass) and planets thta orbit their stars however
when ships crash with the planets, the planets stop moving
and i am not sure what exactly is causing that...
just like in real life then
i mean i want this guy to look at me http://prntscr.com/rjn9k9 with his head
@austere scroll You'll need 2 cameras for that setup you showed, one in the character and one in the world
not at all creepy
I'm not sure exactly what functionality you're looking for, just explaining how to get that to work... ๐
Then you can just replace that 'camera from persistent world' node with whatever other camera you want - so just a first step for you to understand how it works
@drowsy turtle sphere volume -> on overlap component -> cast to player -> set timer by event -> find look at rotation -> set actor rotation
@rotund scroll @drowsy turtle That'll just make the whole thing rotate tho... you're looking for a joint to rotate I'd imagine
Then you'd want that to only rotate if the angle is below e.g 45 degrees each way so it doesn't break its neck
skeletal mesh?
nah
Fantastic model btw
ik
๐
i totally didn't copy dani's turret model
I can see your zbrush skills are top notch
that's the one yup
don't you mean set target location?
maybe
wait
ye i don't have a node such as set component rotation
aaah... reading documentation can be so useful sometimes... nvm i found what was wrong
i've finally found out
how to do it
but
uh
i don't want him to rotate in Y offset
ok but i can't connect these .-. http://prntscr.com/rjnl8b
@jolly shore my game is based off a similar game as your vid, streets of rage, and to do the punch and combo when you hit something, just make a struct that has am animation and whatever else data like spawn emitter, sound etc and array that variable to as many hits in your combo as you want. Then let the combo cycle through each array element when the first punch hits something
When you move or miss the first punch, have the combo counter reset back to the first array element
1 small line of code can produce a huge combo
When I first punch collosiona, I want the combo to step in.
so this is logic
can you share bluprint code
thanks
No I can't right now. I'm on my phone
do you have canal on youtube?
Canal?
channel
No I dont lol
Thought about it tho... Dunno how many subscribers I'd get really
Look, just make a struct
I subscribe to everyone who knows unreal ๐
Add an animation, a bool for is it a special hit, an emitter and a sound to the struct variable list
Then add that struct to the character as a variable
Click the little thingy to make it an array
Then add as many elements as needed to make the combo
Your code would go, left click, punch (draw info from element 0 of the struct) did I hit? If yes then apply damage to enemy, cycle combo counter to draw Info from the next array element. If I miss, reset the combo counter to 0 so it goes back to drawing info from element 0 of your arrayed struct
Simple
I just summed up how to make a combo in one paragraph instead of 20mins in YouTube lol
When making a particle system, how would I create one that kinda explodes, and all the particles fall to the ground
hi, anyone can help me with a sequence's problem?
@silk finch What problem you have?
i have a little sequence, but when the animation finish the animation turn to start again
If Unreal's CPU usage is changing but the ram usage isn't and it's frozen (not non-responsive) is it still working out stuff or should I end task?
@drowsy turtle, I need my animation to stop at the last frame, but not to go back to the initial frame
hmm would a higher res monitor help in game dev?
how do u change the text color of a disabled button?
@hot grotto not sure if you can tbh. Disabled tends to be just that. I mean, there is a core style set for default somewhere so you can modify that I guess. I would now like to know if there is a better solution to this tho
@hot grotto yep it will. But it won't define it. You can get by with a black and white tv and a kempston joystick tbh.
@hot grotto idk if you still have that problem but
in widget's blueprint create a new boolean var
name it however you want
bind the text's color
and you need to set the value as false when something that disables the button happens
Hi! How can i duplicate object WITH it's animation ?
question too vague
I have an object that is animated in a sequencer
If i simply duplicate the object its animation doesnt duplicate.
try #cinematics
How can I trim a sound cue?
I just want it to loop one second earlier
Enveloper node doesnt seem to work
basically you only disable the head-rendering for the fps camera.
no clue how, but thats generally how its done
you need to render the head to simulate the eyes physics for TRUE FIRST PERSON
hey, i have a .max file but i dont own 3ds max can somebody convert my max file into obj/fbx? dm me if you can. Thanks
try #cinematics
@fierce tulip Thanx, mate! IWe figured it out. Just copiend keys. But i'll look up for #cinematics ๐
@dawn gull there is a trial version you can use to do that
hey guys how can i make sure that it only uses clockwise rotation on z when easing between two rotators?
How would i attach a particle effect to a mesh? I'm used to having something called attachments on my models which basically are designated points, and with code i could use those points to "root" a particle effect to it. How would i do something similar in UE4? Example: I have this mesh right now with the desired particle effects just placed in the editor where i want them. If the Mesh were to move in game the particle effects would stay obviously, what i want is for them to keep that position, bound to the meshs movement, if that makes any sense.
Hey guys, anyone got any good vids or advice on reducing the texture streaming size and optimising textures?
Should I do anything beyond the encryption and signing found in project settings for a final distribution? I'm not talking Denuvo level stuff but asking if there's anything else anyone thinks I should reasonably do before releasing something on Steam or elsewhere.
Security wise the settings in project settings are pretty good and will stop most people from breaching your files but if there is one thing I've learned about stuff like that is if someone really wants to rip something from your game or mod it they will find a way even if it takes them months to figure out how
If your doing multiplayer stuff you could always look into one of the anticheat programs out there
I'm not really worried about cheating. It's not competitive. Just want to do my due diligence to protect people's work with the assets.
Ah well still like I said if someone really wants to rip something they will probably end up finding a way to, but the encryption and signing found in project settings will stop most people so you should be good with just that
Unless anyone else has any suggestions?
There is no real suggestions. If you want it, you can get it. I mean, its open source, you can even dig in the code and find the best way. Or visit one of the few unreal hacking forums and see what they say. But the general rule is, if it's in memory, its stealable
That's about what I expected but thought I'd ask just in case.
Can i add a camera to my current view in the unreal editor?
Can I change my default Unreal Projects folder from c / documents? I have my engine and everything else/vault installed on a bigger hard drive but even on clean install it defaults my unreal projects path to C documents, even after deleting the folder, it recreates on fresh install even though I selected the path to my other hard drive
My projects folder ?
Or will it just keep creating this folder
Yeah it just keeps creating the folder
what are the benefits of 4.25?
No everything is installed on my other drive , but by default unreal engine makes a folder called unreal projects in C drive / documents. Even though I never chose this location
4.25 is alike 4.24, but 4.25
It messes up my naming conventions in perforce by not having the project in that folder
4.25 is basically bugfixed 4.24
so
i like
cant uncrouch
un crouch command just doesnt work
if i jump it uncrouches
thanks
Wow. Who remember this game from UE4 jam?
https://store.steampowered.com/app/1137350/Filament/
The truth is out there. Somewhere.Board The Alabaster, one of The Filament Corporationโs flagship research vessels, and try to wrestle control back from a mysterious complication which left the ship locked down and the crew missing.With only the help of Juniper, the ships stri...
April 23rd 2020
oh, they have it there
What does this mean and why is it only outputting 0?
Not being in the scope means its not "Visible" right, but why is that?
Sometimes I love the documentation: https://docs.unrealengine.com/en-US/BlueprintAPI/EventDispatchers/OnAudioEnvelopeValue/index.html
@rough hound scope means the variable has been optimised away. eg. You have a function, within it you have local variables. When the function ends, the variables are cleaned up as they were local only.
Hey, any one know how to update a FSlateBrush? I am setting it to an FSlateDynamicImageBrush but it only updates the first time, after that it doesn't update
any idea how (or why) camera gets rotation from editor when i possess a pawn? e.g. if I rotate the camera within the editor before pressing play, the game inherits that rotation when pawn is possessed.
hello
I amm having trouble with adding guns into my game
how should i go about doing that
so ya
adding guns to your game would be very your game specific, we can't give you exact instructions
1st. Get guns. Probably start with that.
2nd Get game.
3rd Combine.
Helpful? No, probably not. But in these dark times - it might raise a chuckle and momentarily make someone's day a little brighter.
How would i go about getting the AI Pawn to the Controller? I want to save the Spawn Location of the Pawn to the Blackboard.
Like using GetActorLocation, but how would i get the Pawn object.
Could i just use self even though that references the AIController and not the pawn?
It works ๐
Fellow unreal engineers.. Is there ANY way to totally remove the near plane clipping on all cameras in unreal?
Im assembling some meshes that are rather small, and its almost impossible because i cannot get close enough to see what im doing until the clipping starts...
@peak vessel you can bring near plane significantly closer to the camera
But it's conceptually impossible to eliminate it in full
How?
hey quick question. how do i reset the camera view? i imported an fbx but i cant see it properly in the preview window
I found a setting in projects,, but it did not do anything!
@peak vessel there is an option for it in rendering settings
@south ridge Cant find anything.. Just under Engine>General.. And that does jack shit im afraid
What are you setting it to
i tried 0.. and 100 and everything inbetween, no change
Try to set it to 3.0?
That's the value we use (we wanted to make it possible to rub up face against all surfaces ๐ )
No effect
What are you expecting the effect to be?
Just doing a sanity check
Also, what is the typical scale of your elements?
Thought you needed to restart the project when adjusting clip plan value
I want a damn ortho cam tbh
Like, are you working with stuff sized to centimeters
Yea
@abstract relic you do
Below 10 cm's
@peak vessel use different units maybe? Instead of assuming 1 unit = 1 cm, assume 1 unit = 1 mm?
Trying a restart ๐
If your objects are such a low scale (below 10 cm), you should probably work in different units, UE4 is tailored to displaying human-sized stuff
But that's a suggestion, it's not neccessarily gonna make it better
@peak vessel good! Now about the value itself
Strange it did not tell me..
You shouldn't set it too low
I used 1.. Thats perfect..
3.0 was the value we figured as optimal for us, you might wanna go down to like 1.0 - 2.0
If your objects are really ~10 cm, then 1 should be perfectly fine
Im not doing anything other than pre assembling some stuff
I dont touch game engines with a stick unless forced ๐
Yeah, that's fair. Just try to keep value as high as possible, as long as it gives you the results you want ๐
I need to put stuff in place,, and migrate out
i think i have found a deep UE4 issue. its driving me nuts.
create new blueprint, place for example 2 actors, static mesh twich different location and diferent names like cube1 cube2, copy it to clipboard, delete it, paste it, and it changes everything, name, location, WHY?
@south ridge But again, thanks for sparing me some headache mate... All the best! ๐ป
@south ridge what happens if you set it too low?
@manic pawn degrading depth buffer precision, you end up with too many bits covering the area immediately in front of your near plane
You want most of your objects to sit in the higher precision area that's close to your near plane
hm
You want to set near plane in such a way that most of your rendered objects in foreground will be sitting in the higher precision area of z buffer
Set it too low and you might push that dense area to distances which aren't commonly seen in your game
interesting
I've just been setting it as low as necessary to make the camera not go through walls when you use third person and put it right beside a wall
is this why the default third person had a HUGE probe size for the spring arm?
Assuming the world around your character is scaled to your character, that should not give you any bad effects, just set it to the highest value where you get no artifacts and you're satisfied
@manic pawn I dunno, I've not looked at the default third person ๐
There are a few mappings of depth vs distance vs bits in depth buffer btw. That one illustrated isn't the single one
the default setting gives your camera a sphere that is like 2 times the size of the mannequin head
But they all share the property of giving more density to things near the near plane
Etc
Or like this! I think this is more true to what happens in UE4, someone probably knows for sure
Does anyone know why these objects here are pitch black even though I have a light shining on it? (Lighting was already built)
https://i.gyazo.com/b82903d4739002db995cc26cc8e69b2d.png
any chance if you rotate them they aren't in right spot causing this
depends what kind of light also it is
They're all currently static.
Reason for that is because I'm making a Pavlov map, and the lights can only be static.
Probably.
How can I fix it?
I'm a bit new to Unreal Engine, haha. Is that in the mesh settings?
that TOO\well both :))
at the same time
This'll probably help.
@mossy bay google some ue4 lightmap tutorials. your meshes need properly mapped uv shells in am additional uv-channel to bake the lighting onto
ya im stuck w/o raytracing as current rig explodes if I do so I get perf.
soon to fix I hope
sorry for repost, but i think this is kinda big. where could i report this for sort of official bug report?
Is this one good?
https://www.youtube.com/watch?v=joKnmShAdJE
Learn the process of creating a second UV channel for static light builds in Unreal Engine 4. This tutorial covers the process of unwrapping a UV set in 3DS Max for use in Unreal Engine. This tutorial is aimed at Beginner/Intermediate engine users.
My main issues are terrain whitewashing , but then ive been busy so need to check for that tutorial,,in additoin to 4.25 fixing some of that ??
@midnight bolt repeated posts are frowned upon, and the "pin" in this channel should contain a link to properly bug report.
james B knows his stuff @mossy bay
Sweet, I'll give it a watch.
hmm, where is that pinned message
yeah i cant find it
New one, go
Thanks for reporting a bug with the Unreal Engine 4. Here you will find information on how to submit a report and what you can expect afterwards.
I've confused myself big time.
any 3d tool has this functionality
Ok sweet.
@plush yew you can, but there are various outliers where it wont work.
you cant have any mirrored of self-overlapping shells, and weird borky stretched shells will make it look ugly.
You know what, I think I know what might be causing the issue.
The affected meshes have "solidify" modifiers on Blender, so it doesn't have a proper UV map.
if you prepare uv0 properly, uv1 is often rather easy
zip the files > 1 file :p
does anyone have any fbx files for guns I dont have any to add to my game
you can find plenty on the ue4 marketplace
Zip is workaround, the person reviewing will have to download and unzip... Kinda embarassing for ue i think ;l
is possible in unreal to make a migrate host system to avoid have a dedicated server?
https://i.imgur.com/SOIwlvI.png How do I get to this screen, when editing a UI Widget?
https://i.imgur.com/e6B9uFP.png Mine looks like this
yay looks like chaos will be enabled in the editor by default in .26. whoo ๐
@grave radish that says its the my blueprint window, go to windows and open the my blueprint window
That worked. Thank you @grim ore
So with the introduction of ReplicationGraph, has anyone benchmarked the limit of a single server instance in the terms of max players?
Can i use the landscape painting option not only on the landscapes but also on the 3d objects i import ? Or i need to use vertex painting?
can someone dm me a good swimmable water tutorial preferably a video? i cant find any that my dumb self can understand lmao
oh ok ty :)
any word on when epic will post the presentation they would have given at GDC?
nope ๐ฆ
dang, well hopefully it's still coming
https://gyazo.com/9453db787cb947b8187290ffedc5b36c any way to fix this its a bit annoying
when i press the + it collapses everything
Guys that new Directx 12 Ultimate api when will implement to UE4? 2-3 year later (like DX12 stable ver. comes), or less?
or it will support any version automatically with DX12?
mega dumb question
when I play in editor, the Details tab of the selected actor is gone.. Is there any checkboxes in preferences that Im missing?
everytime I press stop I have to find the actor in world outliner to make another edit?
pressing play de-selects the actor
@frail sail at least when it will be supported by windows
is that the default behavior?
yeah i mean when it come to support by windows 10, then no need to upgrade engine for activate DX12U right?
because same api
just optimized and some additions
@white valley there's a lock on the top right
@white valley there's a lock on the top right
@next badger yeah but is there any preference that I can make it default without locking?
btw in any tutorial I follow, the actors details tab stays there unlocked and play wont affect the selection
extremely annoying :))
@white valley hm...try poke Epic on forums, or answerhub
cause object stays selected...its just details are not refreshed
thanks I ll install older version to check if its the same there as well @next badger
it crashed when it was converting to c++ project no idea how to fix this
Epics perforce documentation is dated, they claim you cannot check an .ini file in through the editor and have to do it manually, but this is not the case anymore, I've tested it through a server, you can now check in .ini files and commit them to perforce, through the editor, where can we report things like this to epic?
this is now incorrect as of 4.25
https://gyazo.com/f3412111e46b8ad1950333effc1f33bf any idea why my variable is being reset when i compile? i created it in c++ as a UProperty (EditDefaultsOnly)
I'm on 4.20.3.
I have a property exposed in C++ as follows:
UPROPERTY(EditDefaultsOnly)
TSubclassOf<AProjectile> ProjectileBlueprint;
This C++ class
how to be able to post a request in the job part ?
What's the best way to import meshes from Blender to UE4 while it looks correct (textures and materials are correct).
DM the @plush yew with either LFW (Looking for work) or LFT (looking for talent) @astral spindle
@mossy bay Unit meters, scale 0.01 . I guess you could use CM unit scale now
if i have a scenecapture2d component, how can i make it exclude some things from its capture? like... do not capture and render the background...
Been trying to build from the latest github release branch and "generate project files.bat" is throwing "Visual Studio 2019 (14.22.27905) must be installed in order to build this target"
But I've already installed and uninstalled VS 2019, installed the 14.22 MSVC Toolkit alongside it, tried using 2017, etc...
Is this a thing with the latest release? or am I missing something?
Clean installed VS 17/19 and also removed all engine versions and retried
unreal 4 keeps randomly crashing ive been doing litterally nothing its done this 5 times in about 1h
Thinking about switching to unity but I've already bought marketplace content fml lmao
get ready to pay unity tenfold what you paid for on the marketplace lol, just to get simple functionality that unreal already has built in for free
^And that
c# is very empowering, unity is not
no C# in unity is the only plus for me over unreal
great to use, but you are going to have to be writing plugins that epic gives for free
Not a programmer myself but I code a little
C# is def easier
If only unreal wasn't so damn picky
files are a lot easier to manage in unity
yeah it can be extremely difficult to fight with unreal at times, and I definitely agree with you on that, simple file moves can hang the editor pretty bad
Do you usually compile ue4 from source or do you use the epic launcher?
Is it a thing to compile an engine from its files from the launcher?
oh yeah its definitely a thing, I personally use the launcher, people have specific reasons for compiling from source, like you need a source build to use the chaos destruction system for example (may have changed in the latest version though)
I havent really touched chaos but last I saw you could enable the plugins in the epic version
I think I'll just try using vs19 with the epic version for now
Is anyone having issues with epic launcher all of a sudden freezing after about 20 seconds every single time it starts? i've reinstalled the launcher, and it doesn't make a difference. i haven't updated anything. I just woke up and it started freezing.
it can be really slow, not sure i would call it freezing, but slow.. yes
it's completely locking up and i'm getting the spinning wheel. this is so frustrating. i can't add any bought assets or anything. been doing this for a couple days now.
you could post on the forums
i think we also had a link for specific things like this
oh no, thats more marketplace related (https://marketplacehelp.epicgames.com/s/markeplace-case-form)
but you might find the right stuff there to submit a case
thank you
Lookin' better now.
Hello does anybody know where I should post marketing questions?
depends on what the topic is about? marketplace? game?
its about my marketing my game
its been discussed
having a channel for such thing, but i think it was decided against
but you could ask in #server-feedback
could try other servers too, game dev league has marketing channels but not great unreal resource
hmm i see, is there any resource that you'd suggest for such a thing?
I managed to significantly reduce the errors I got while building the light. ๐๐ผ @fierce tulip
ok thank you
is there a max amount of grass outputs allowed? my two last outputs don't output any grass
Anyone happen to know how I can properly UV a cube for Unreal so that I can place a material on each side for a cube map? In Maya I reversed the normals and assigned a material to each face, but ue4 isn't doing what I want with it : /
Don't think UE4 has any kind of build in asset for cube maps with separate images per face?
assign separate materials per face in maya
Anyone able to help me out with recreating the [PROTOTYPE] or Hulk Ultimate Destruction movement system where when the player is sprinting, their rotation is altered - sort of like a car? Kinda hard to explain so I'll put in some vids
The Incredible Hulk: Ultimate Destruction - PS2 Gameplay Playthrough 1080p (PCSX2) PART 1
Subscribe for more videos: https://goo.gl/rysf1n
JohnGodgamesHD Channel subscribe: https://goo.gl/W9f1n4
Visit us at http://www.godgames-world.com for more
The Incredible Hulk: Ultimate...
@ 20:20
lol why is the ammo an array? make the bullet count an integer and then just subtract from it and set that result as the new value
you are 'getting' the id, and that out put is what? the amount?
use get(a ref) node after your get ammo array node and then a -- node
i figured it out :/
nice
much more complex than it needs to be
just a littl
thing is im gonna have a heap of weapons so it may make it easier in the future
to use an array
Two questions about remote compilation for iOS on Windows:
- Is it broken currently? Upon packaging it says that server name is empty, but it's not
- Is Os X Server a paid utility? Is there any way around that?
hi, total noob over here
what's the best way to collaborate on a project if someone is doing the level design and i'm doing the rest
how can i import their levels?
Normal source control would be fine such as perforce, git, etc.
alright, thanks
Anyone know if there's a bug that prevents retargeting multiple animations at once in 4.24.3?
Nevermind. It's a problem with retargeting an additive animation.
Start with blueprints
Yes
Ok thank you very much
Yep
Btw, do you think that method would be faster?
Yea
Alright thanks for the help sir
hm anyone having an issue where unreal 4.25 randomly crashes for no reason
Memory?
me ?
Yea what is your memory
Anyone tried the 4.25 previews yet?
me
same
when i package my game in unreal engine 4.25 it crashes (unknown error)
XD
lol is this messy ??
what is the maximum distance before a perceptible defect of floating point error in ue4?
I imagine it varies depending on your project
what is the difference between using a vertex painting and using the layer system in the landscape ?isn't it basically the same ?
@blissful trail no not at all /s
how i can resolve this ?
What does this mean and why am i getting it when i'm importing literally the same skeleton. I'm just trying to import all of my animations but UE4 is making this a fucking pain in the ass.
Do i need these?
Yeah if you retarget them wouldn't recommend though, animations made specifically for first person are better D_D
@fierce forge maybe try it without the static mesh in its hand
@rough hound just check to make sure the hierarchy is actually the same. And no you don't need those. When you import an animation you can choose whether to import the skel as well as the anim, so just untick the skelmesh box
I'm assuming "walkframes" aren't a thing in UE4
What do i do with root movement in UE4?
He'll just keep snapping back after the anim finishes
I want to disable it.
Think i found it
Nah that didn't work
Oh
fucking blender
Is my question even relevant to this channel? I'm new here. <@&213101288538374145>
Please read the #old-rules and #more-resources channels.
The channel descriptions give you a good indicator as to their purpose as well as what questions are appropriate
Hiya! ๐ I'm working on a simple "rain" particle system, and to keep it performant (and good looking) I'm using "Distance Field Collisions". Now this works great with meshes, but I also have quite a bit of geometry in my level (big cubes / walls etc.). Now it looks like there's no signed distance fields generated for geometry - I've tried enabling "cast shadows" and this "ungreys" the "Affect Field Distance Lighting", but after building the level they still don't show up in the visualisation, and my rain doesn't collide. What would be a good solution?
@fierce forge try to make sure those colliders don't collide with themselves
how i can change collision presets with bp ?
that's not working
Breakpoint hits?
why when the character is in ragdoll this is make it to unattach ?
So if im correct, h files are for putting vars and funcd
Then in .cpp you define the func?
Hello, i've created a landscape with the landscape tool but sometimes when i zoom out the landscape goes all white, like if there was a huge fog. What causes that ?
im having this problem where if i import ANY fbx model (i didnt try any other file formats yet) it comes with a white material , a blank material even if it had one in the moddeling porgram like -blender-
and this is how it looked in blender
its a huge problem bcz how would i transfer this into unreal material blueprint
@plush yewahhh
ok
quick question : usually in textures , what does DISP mean ? NRM is for normal
Guys, anyone experienced troubles with building default presets on clean UE installation such as on pic?
hi, i am using C++ specifically for my project; and I am trying to access a UTextBlock in my UserWidget UI...but this code is not working... is it impossible to access UserWidgets components? https://i.ibb.co/qMFXjmG/unreal1.png
just a quick question, how do i change what i control in the view point?
like
i'm controlling thirdperson bp
but i want to control another bp
@fallen wing create a new GameMode class
and then go to Project Settings under Map&Modes change Default Spawn Class
ty ๐
also change the default controller
how do i do that?
create another class called PlayerController
ok thank you ๐
then change your defualt player controller in Map&Modes
:(
oof
it's so freakin hard to access UI elements with C++
:/
hiii, noob here, i dont want to make games, at least for now, but i'm very amazed from unreal engine and i want to create maps and enviroments, i starting to learn basic stuff, and look very friendly, i want to ask, what are the most useful add ons, assets for architeture, enviroments etc etc? fir create maps in general, thanks
btw whenever i ask for help i never get it on here. ๐ฆ
Anyone have a good link for making a character decalerate over time. I was looking at some of the friction settings (that may be newer) under character movement but they don't seem to be working on their own. I've got some ideas but looking for any input anyone might have. I'm looking to create an effect similar to how Mario moves with acceleration and deceleration. I'm not entirely opposed to moving to a physics pawn rather than character movement.
Does anyone know how to solve PackagingError for not having visual studio c++ installed? - Do I have the wrong ones installed?
@flat axle you must have visual studio 2015 or 2017 or 2019 installed
so none of the c++ i have there are the right ones
do a web search for intalling UE with C++ and install the things that have check boxes next to them in the VS installer/updater
Specifically the toolchain
The redistributables are for running the executable, not for building it
the doc on the UE site has screenshots of what you need to do
everybody running your game needs the right set of redistributables, or they won't be able to. That's why you need them, you're running the editor, which is a binary that needs them.
i never get help when i need it on this discord. ๐ฆ
complaining about it wont help, and you only asked three questions in your time on this discord, one got properly answered, one was too vague, and this one is really specific and blender related so the odds of someone knowing exactly whats going on between your blender and ue4 workflow and mistakes without any very detailed information is very slim.
so instead of complaining multiple times that nobody is helping you, try to help yourself and be much more thorough and detailed in what's going on.
ok but what to do to be more detailed? thats all i can think to put
if you cant explain it, you cant expect others to explain the problem either
so i'd try some more tutorials related to what you made, see what works and what not and learn from it. once you know more, you can explain better :)
im having issues too gonna have to constantly just play with it and try everything
i just put an image
and now you wait, and/or post on ue4/blender forums, hoping someone is able to help you.
@plush yew Thanks for the info, I had the wrong one, I'm pretty sure its working now. I'm pretty sure this is what you need if anyone else is having the same problem.
how can I set a default editor FPS so that its the same in every new project?
There's tutorials for that ๐
console commands to engine.ini ?
simple google search gives me 7 years old youtube videos
Oh
๐
IDK
hey guys, do we know anything about 2020 State of Unreal? It was supposed to be on GDC, and as we all know it was cancelled. I was looking for it everywhere but with no luck so far.
There is no date for more information about future of Unreal and Epic Games Services - am I right?
The braking wasn't working for me because I forgot about "braking deceleration" It's set to a high value by default.
Has anyone had any issues with UE_LOG like a part of a string missing?
I haven't found any mention that UE_LOG must be called from the game thread, so it shouldn't be threading problem from the looks of it
@manic pawn thanks! have you managed to solve it? Did you resort to using FPlatformMisc::LowLevelOutputDebugStringf()?
yes that worked
anyone know why i can change the volume of my audio to 0 but cant change it to 1 again?
i can mute it but cant unmute it
even with volume multiplier
Does any 1 have any news about the online services stuff EPIC was suposed to announce at GDC?
hi can i get some simple help by anyone? nothing complicated its just i cannot for some reason import bridge assets into my project very few of them work and i dont know why. the error i keep recieving is this
a call would be amazing for me to quickly understand
please anyone? it would be super helpful ? 
@upper heart can you help me ?
Hint. It is frowned upon to cold ping. The moderator especially arenโt your nannies.
i wouldve assumed they understand the most or at least the ones who can give a shi7
yeah please don't cold pm people with technical questions like this
For on demand help #looking-for-talent
You asked in the correct place, just wait for someone to respond instead of pinging people randomly
i assumed you know a little thing about his software especially since your the moderator
Thatโs not an excuse to be disrespectful. No one is obligated to do anything for anyone. People volunteer to participate in the community
disrespectful for asking for help? why is this generation so damn soft. is showing interest against rules now?
There are 34k users in this server. Imagine if they all pinged me when they had a technical question.
first rule:
"Be patient when asking for help. This isn't an official support channel or a paid service. This server is run by the community, for the community. Repeatedly begging for support or sending unsolicited DMs asking for help is considered harassment and may result in an infraction or a permanent ban, depending on severity."
Where are the fbx files coming from that you are trying to import?
bridge
lol Ethan
Delete /intermediate
what do i delete?
The folder
which folder?
still saying the same
it doesnt want to import the files inside the assets
i have tried everything but nothing wants to work
also tried renaming everythimg the m_gravel folder to check maybe that was beeing read more than once in other assets
but i dont think it was
still the same thing
Go to filter > show redirector
anyone got the same bug as me because my "GIF" as a background in my widget is working fine on my pc but on my phone its shaking?
doesnt seem like its doing anything when i fix directory on all files
@kindred viper my pc wont even work with max i have tried it
hey guys i wanna ask does HUD replicate on the server or its only exist on the client
@stone light Filter -> Other filters -> show redirectors
what does that do?
in the worst case try manually deleting the folders and also the project/intermediate folder
i already tried
it shows redirectors that have not been cleaned up
importing other assets from bridge works ?
If you donโt see redirectors, then youโre fine
You donโt want redirectors to exist
my proble mis i dotn understand the error that it give s me when my importation of the assets are c oming into ue4
which is this
but similar content? how
after it is half way importing into ue4 that pops up
We think itโs a conflict of files. Which is why we suggested to delete /intermediate and fix up redirectors
could this be a problem with the asset itself ?
i dont think so
Can you try on a fresh project
because bridge seems legit
as someone suggested earlier, manually importing could also be worth a try.
so i export to desktop than drag to content folder?
do these mean they are all redirectors?
its turned on like that right?
there is a show redirectors and a "redirectors" version of the filter
the first shows redirectors along other content, the latter shows only them, and in any subfolder.
its just turning grey and black
Hello. Absolute beginner UE4 user here. I am a QA tester for Running With Scissors on Postal 4 and would like to know more about the engine.
Mostly to help the devs sniff out what's wrong and maybe to make my own shit sometime in the future.
Pinned message has a care package ๐ if you have a specific question, go for it
Sounds perfect. Thanks
I'm also taking some classes for C++, so at least I can apply them in UE4 rather than unity
I also don't like unity because the stock graphics give me PTSD of a ton of shitty games I've played
@plush yew still not able to import even on other projects wtf
go to Documents\Megascans Library\Downloaded and try to manually import the files
i tried everything
trees roads walls
objects like plant bowl thing
oil cnas
cans
nothing worked for me
ye il try just that
Run a verify on the engine just incase. In the launcherโs library
and maybe uninstall/reinstall bridge .
you dont need the json. just try importing the FBX and image files.
i draged this whol file in
is that bad?
which one do i supposadly put in next time?
mesh is giving me this
i press import all and pops back up
i think its because of this i have errors
it automaticcaly asks to overide
other existing textures
@plush yew
but the pot is showing as a texture not an asset mesh
@plush yew
i imported the whole downloded file
@plush yew
im willing to pay someone to make me a game
that is explained in #more-resources
@plush yew i did but the pot isnt in 3d its a texture
and i installed the 3d model
and its only showing in textures
which one is it suppost to be
I think it would be wise to get trough some getting started documentation and tutorials first.
because it doesnt have the material applied, which is something you'd learn trough getting started documentation
i know were the material is
its just not going on top of it when i apply it
the one in the circle
its been applied but isnt showing
Hello, why i cant use more than 3 materials for painting my landscape without its textures getting away?
hello everyone ๐
Is it possible to add a physics volume to an actor? I have a "water surface" actor and I'd like to parent the volume to it so there's actual water wherever I place my surface
I looked around for this but never found a way as it isn't a normal component you can add apparently
The alternative is adding a separate volume each time you add the actor to the level
Noob lighting question. All my maps will load, but then the cached lighting kicks in about 5 seconds after loading. I'm assuming this is normal and just requires a proper loading screen first? or is there a way to instantly load the light cache as well? Thanks!
Alright, it looks like some objects are still pitch black.
You can see the chairs on the right look normal but the ones on the left are pitch black.
Either that, or something else is wrong.
I fixed a majority of them
I just did this to the chair, will this do?
Since there's no actual image texture on it, I decided to just do it on the default UV map.
For the basic materials, yeah.
Since they'll pretty much look the same regardless.
For the materials with images, I would make a separate UV map for those.
hey anyone here skilled with C++? how do you reference stuff in Content or C++ folder in your code
?
I played around FindObject and ConstructHelpers but they look like Runtime operators
theres any tutorial for loot crates?
hey anyone here skilled with C++? how do you reference stuff in Content or C++ folder in your code
@plush yew Subclass the native base or place it into the world to edit instances. You can make a settings object as well. There's also ini
Basically make a UPROPERTY
NEED HELP:
I need help with making UI's like fortnite I can design them but I just can make them work.
@plush yew im doing something like it
Same
@plush yew i chat you in pvt
lol... the plugins browser is a plugin also!!!!!
Lol
@plush yew your going to need to edit your uproject file in a txt editor to regain that
defaults are normally there for a good reason ๐
find your YOUR_PROJECT_NAME.uproject open with Notepad or equiv
under plugins.. look for the plugins browser.. and change the text where it says "false" to "true"
and in future.. read the descriptions... it's never a good idea to disable stuff your unsure about unless you know how to revert that
Something I've never really looked into before - UE4 can be used to develop webapps, right?
Ah sorry, didn't realise there was a specific channel
Darn, I completely re-did the lighting maps and now all the chairs are pitch black.
@plush yew
@mossy bay are they set to use the correct map? Had a similar issue a while back, turns out I'd just set them all to use the wrong UV map
Oh, well how do I set it to use the right one?
give me two seconds, can't think without looking
when it's in front of me I'll know ๐
I think I forgot to uncheck "Generate Lightmap UVs" when I was importing the model, lol.
I did.
I just forgot to uncheck "Generate Lightmap UVs" in UE4.
Oh yeah, is there a way to make materials appear correctly when importing FBX?
Cause everytime I do it, I have to always fix the materials and reapply it correctly.
Oof.
rip
dont import textures along with fbx, dont generate new materials. make a proper material, use proper textures into it.
apply properly to mesh
:p
not sure if this'll work but
I think you should just be able to re-import the file, replacing the current one in your project
but this time don't generate the materials/lightmaps
someone correct me if I'm wrong, but
in theory that should just replace all the current instances of the object with the working version, right?
.24 has an issue where you cannot disable/enable "lightmap generation" on re-import (at least I got the issue), so might need to do it in the mesh-viewer and apply changes.
that is correct @plush yew
I copied the lighting from the previous map so I didn't have to re-setup the lights.
please tell me each group of chairs is one mesh, or instanced :p
Everything came from Blender.
(This model wasn't originally made to be used in UE4, I made it months ago)
I did that before and it gave me issues with the chairs.
I think importing with the lightmap gen on was the problem to begin with ๐
Yeah, lol.
Hmm depends if that's all a single mesh or not
All those chairs you see in the last photo is all in one mesh.
Ah. Yeah that could be it then
For texturing, that UV map should work, but
if all the chairs in the mesh are using that same map (which I think they are?), that'd be why they're all showing up as black
basically, each individual chair is trying to use the same area of that map for lighting just one chair
and with all the overlap it.. doesn't really know what to do with it
Boy, light baking is a lot more difficult than I thought, lol.
so they'll just render as black
haha yeah ๐
and yeah baking your lighting is weird at first but
worth it when it works
yeah, I'd say try it as a single chair using that map
and just instance them
it confused the hell out of me at first too
I come from a VFX background, so
I'm using to just ray-tracing everything and not worrying about lightmaps or anything
took me a while to work out where I was going wrong
Is there an easy way to array the chairs, similar to the array modifier in Blender, or am I gonna have to go manual there too?
hmm, copy/paste with grid snap turned on I guess? ๐
should be able to duplicate multiple chairs/rows at once I think?
I mean, I'm by no means an expert. Someone might know a far more efficient way
Is there anywhere else that could affect the PIE framerate cap other than VSync, SetFrameRateLimit, in GameUserSettings, or using T.MaxFPS in the console? I'm having an odd time because when I launch the PIE, most of the time the FPS locks at 40, and sometimes at 30. I feel like it's capping the framerate somewhere, but neither setting the game user settings or using the t.maxfps seems to affect it above exactly 40 or 30 depending on the launch. It's very odd.
Profile it
maybe something dumb like rendering the list of actors in the world outliner is taking all the frame time
(already happened to me)
Yeah, you should be able to get a breakdown of exactly what's going on during your rendering process
How to optimize the GPU demands of your game.
Is it possible to attach an actor to another, but not have them move in unison when dragged in editor?
Why attaching then 
I want to have a global list of spells, should this be part of the GameMode or the GameState? The list does not change during gameplay.
Anytime phy
Has anyone encountered a thing with packaged game when OnPostWorldInitialization is called twice?
theres anyone who knows networking stuff?
should I level design in unreal or use 3rd party 3d software?
@ashen frost both 2
Am trying as i hit the tree it do some kind of shake
Any thoughts how i can do that?
Maybe using rotation?
So the trick in the material it self?
@plush yew
Is there a way to change the pivot point?
@plush yew
right click.. > Pivot > set pivot point
Anyone know a way to keep movement input from causing an instant change in direction. I'd like the current acceleration to change over time. I've got it working fine for when movement input stops but a change in direction is still near instant.
I'm trying to do this with character movement
Not sure, I'm just placing all the chairs at the moment.
Is there a way to make the rotation thingy go in the middle of all the selected files?
You could try grouping them and/or changing the rotation from world/local using the little globe icon next to the transform icons at the top right.
when it says AClassName::FuncName, is that basically just calling the function from that class?
or defining it?
my job posting is cancelled.
I think I see seams on this light bake, lol.
And for some reason now my ring canvas is a dark green.
Alright it's because the lightmaps for those were bad, lol.
Okay nevermind, even with a generated lightmap, it's still green for some reason.
I achieved the result I wanted by replacing movement input with add force and changing a few things to work with it.
hi, i'm spawning a projectile
how would i enable and get the collision component to damage the player?
for the event hit documentation:
Event Hit
which one will pass the collision info to get the object hit?
@plush yew which one do you mean
ahh you are asking for pirated content
byeeee
sucker
@plush yew next time someone asks for a "free" thing, first find out if they are asking for harr harrr stuff.
so we can give them the boot
true hehe
@fair storm how do i use both unreal engine and a 3d software to level design?
@fierce tulip ITS YOU!!! THE GOD!!
you said that before <_<
Man this is such a pain, lol.
wow can't believe you remembered
anyways, you'll need to make meshes or at least blockout shapes for level-design. though a lot of it would also be on paper. you need thorrough knowledge of flow, the gameplay, how to make a level/map flow, how the scenery/environment works with it/fits in, and much more.
i figured out my question, thanks
<_< my 3dsmax batch rename tool had a booboo and I didnt notice it until now... so I need to rename about 400 files in editor
F
do you guys know what might be wrong with my setup
not getting output on hit event
hmmm "on begin overlap" works but not "on component hit"
Rip luos
just finished
30-ish minutes, but mainly because svn constantly had to update files.
ah
thats actually pretty fast
like 4 seconds for each file i think
when i transport animation into unreal, it doesn't show
You use svn?
yuz
Smart
i just by accident deleted a niagara system that ive been working on for hours and was so perfect... is there ANY Way to undo?
version control
@plush yew so scale xyz to 100?
@cyan oak please dont ask the same question in multiple channels. thanks.
of course i know ctrl z ๐ฆ ive deleted something without an undo avail ๐ฆ
sorry @Luos, dire times and some people may not be in diff channels
rules are rules
the proper channel, and then be patient.
though, unless you use version control, its lost forever
@quasi furnace instead of complaining multiple times that nobody is helping you, try to help yourself and be much more thorough and detailed in what's going on, and ask in the proper channel. if your problem is too vague or unique the odds of getting an answer are slim.
and since questions get lost in a matter of a few comments, complex or vague questions are often better asked on longer-lasting boards like the official forums, reddit, etc.
@plush yew kay thank you
bye
Fast way to not get help right there ๐