#ue4-general

1 messages ยท Page 688 of 1

rancid lynx
#

for example.

#

vr game im working on.

lavish glacier
#

@wintry forge advantage of c++ code is often in writing math and nested logic which can get really messy in bp

wintry forge
#

I guess ill cross that bridge when I come to it- am I able to do partial code partial blueprint? just use code when I need it?

#

feel like that would also be pretty messy

abstract relic
#

Do what you need. Itโ€™s merely a tool.

lavish glacier
#

@wintry forge yes ue4 is very friendly in exposing c++ UFUNCTIONs to BP

#

maybe the best way to wet your feet is to make a function library

plush yew
#

is anyone here good with C++? I was able to import a Dll however when I call GetDllExport to get my method, it fails

bitter iris
#

what should an ideal target to stay under be for total tri drawn?

lavish glacier
#

@tough marsh i've made a basic test rig (same process as the previous skeletal mesh) and it also has the same problem.

#

its coming from cinema4d

lavish glacier
#

paragon assets are also the same (missing number of lods and Regenerate buttons)

tough marsh
#

then it may just be a bug

lavish glacier
#

thx again @tough marsh , it was indeed a 4.22 bug

glacial belfry
#

Hey guys, has anyone tried to do something like this with an vive tracker instead?
https://www.youtube.com/watch?v=Jd3-eiid-Uw

Using the infrared camera in the Wii remote and a head mounted sensor bar (two IR LEDs), you can accurately track the location of your head and render view dependent images on the screen. This effectively transforms your display into a portal to a virtual environment. The dis...

โ–ถ Play video
#

It's easy to get a tracked camera up and running, however I'm running into the problem on how get the "perspective distorted" image out onto my screen that matches the real-world cameras perspective

frail sail
#

4.25 p4 released. so next release is full release?

uneven fractal
#

so I've been looking into automatic landscape materials

#

Is there a way to do "volume" detection like how you can have slope detection?

grim ore
#

@frail sail no, they can have as many as they want for previews

frail sail
slate anchor
#

I am probably being paranoid here but something strange is happening when I am trying to log in to unrealengine.com

rough hound
#

What's the best way to setup a "ragdoll" for dead AI?

slate anchor
#

it is making me do captcha 10 times which is arguably a lot of times

#

then it sends a confirmation code to my email and the IP from which the login was requested isn't mine

#

but I can log in to epicgames.com just fine with just 1 captcha and the correct IP in the confirmation email

flat axle
#

Does anyone know how to do an on hover drop down menu for buttons?

slate anchor
#

I think you can use tool tip for that, not sure

#

I think there is a way to use a custom widget as a tool tip

fleet cedar
blissful trail
#

anyone know why i have to load 5000 shaders
(i have almost no content just the main menu ui)

supple rover
#

Hi, i'm very new to Unreal, I'm watching some tutorials, and I have come to a issue. I'm supossed to use Matinee (tutorial for opening doors), but I can't find the funcion. It isn't in Cinematics, and when I create a Matinee from the Place Mode, the I can't find the buttom to open the editor. Can someone help me with what I did wrong? ๐Ÿ™‚

abstract relic
#

Matinee has been removed

supple rover
#

Ahhhhhhhhhhhhhhhhhhhhhhhhhhhhh

#

That makes sense

abstract relic
#

it's been on the chopping block for years

grim ore
#

you can force matinee back on but it's not recommended, find one using sequencer or use something other than animation for opening a door

abstract relic
#

for doors, look into timeline node

supple rover
#

Awesome, thanks!

rough hound
#

When handling death for AI, How do i make it stop using the behaviour tree? Essentially i want to just ragdoll the whole AI but i get errors when i unpossess it.

grim ore
#

you need to stop the brain

#

look at the Stop Logic Node targetting the brain in the AI controller

rough hound
#

Seems to work but i can't seem to play any animations on it after.

#

it was because i checked if the ai was dead every tick and the death event was played every tick

placid arrow
#
r.SSGI.Enable=True
r.GenerateMeshDistanceFields=True
r.LightPropagationVolume=True```
are some of these settings secretly experimental?
#

i made these four changes all at once, ue4 rebuilds every shader in my project then crashes with a device lost assertion

#

worst case scenario i can put some of them back, but my intent was to turn off static lighting

#

the others i was kind of playing ๐Ÿ™‚

summer loom
#

I've kind of had some stuff not refresh/update when I compile with the Editor's Compile button. Although it works with Live code. Does everyone use this? It seems kind of weird to press a 3 button combo to compile

grim ore
#

If the code you pasted is correct it looks like your ifdef might have been incorrect. the correct one has two __ before it, your code shows 1

rotund scroll
#

with chaos being introduced, does this mean physical materials are getting an overhaul as well?

ember notch
#

Is it allowed to do a software with UE4 where people can create their own game?

midnight root
#

If you mean a'game editor' I don't see why not

#

you have the source

half turtle
#

what can i do if i need a point light to have a really gigantic volume it can illuminate but that is an extremely simple volume

#

(essentially empty space with some spheres floating in that space)

ember notch
#

If you mean a'game editor' I don't see why not
I mean a game creator software where people can export it but can they sell this game?

midnight root
#

Thats a whole other issue I'm not qualified to answer

ember notch
#

Thats a whole other issue I'm not qualified to answer
Do you maybe know where I can ask? ๐Ÿ˜„

ember notch
#

A game creator tool

#

I saw somebody that made a game engine with Unity and his game engine don't exist anymore

#

Because it was against the Untiy license

#

Well, with UE4 it's possible to make apps with UE4 and movies, architecture and much more things.

#

No

#

I understand the question wrong

#

No i had a idea for a mobile game creator tool

#

For mobile users

abstract relic
#

why would they pay for a neutered game engine when said source engine is free?

ember notch
#

no

abstract relic
#

Because you said it's not? ๐Ÿ˜›

ember notch
#

I am interested in Game engine development

abstract relic
#

then make a game engine or make a plug in for an existing game engine

#

but do not slap a label and call it your own

next badger
#

@abstract relic but you can't distribute the editor's code...that's against Eula

#

i.e. you can't build custom ue4 and sell it

abstract relic
#

Wrong ping Sed

next badger
#

not wrong...i was commenting

why would they pay for a neutered game engine when said source engine is free?

normal burrow
#

Agree with HighTide, why would you do this?

rotund scroll
#

$$$

ember notch
#

No

#

Godot Engine is free and they are earning money with donations

normal burrow
#

I kind of get what you mean avitas in making something for people to just pick up without thought but it's a bit naive to think its possible to make it any easier without completely bogging down features and or keep it from ballooning as every single engine does over time

#

@next badger if its a game framework of sorts, you wouldn't need the editor

rotund scroll
#

making an engine is hard work

next badger
#

@normal burrow well, agree...but you can't use classed from editor, and w/o those (like FBX import) custom engine may be a useless creation

normal burrow
#

dumbing down unreal for the purpose of ease of use is what i'd also call neutering it. not a lot of reason for someone to lazily pick up something any more than they wouldn't on other things

marsh swallow
#

How can you pass variables to Menu Anchors?

normal burrow
#

yeah s-ed

#

but the runtime is free for use. You would have to pay 5% of sales of whatever.. and there is likely something preventing you from reselling the engine for engine use

normal burrow
#

"I pay 5% royalty of my sales of unreal engine but people using the my unreal engine aren't subject" lol

#

yeah

abstract relic
#

Outside of marketplace. Best to poke phy. I'm sure he can point to some legal sections to look into

keen moss
#

i need help with a vehicle rig/blueprint can anyone help me?

grim ore
#

@marsh swallow you should be able to talk to it like anything else. It's a widget so as long as you can get to it you can talk to it. How you get it depends on how your UMG is set up

ember notch
#

Well, I think game engine development is not worth

marsh swallow
#

Well i need it to pass variables upon clicking the button

#

so here is what i have

next badger
#

Any public Distribution (i.e., intended for Engine Licensees generally) which includes Engine Tools (including as modified by you under the License) must take place either through the Marketplace (e.g., for distributing a Productโ€™s modding tool or editor to end users) or through a fork of Epicโ€™s GitHub UnrealEngine Network (e.g., for distributing source code).

marsh swallow
#

Those are the variables i need to pass. From what I understand (from your video) is that the Open is what spawns the Widget BP. Correct?

grim ore
#

so you are trying to pass something to the item that is managed by the menu anchor?

normal burrow
#

@ember notch you may end up wasting peoples time trying to get them to settle for less. imo you'd be better off lookin into ways to improve the engine rather than hijack it

marsh swallow
#

yes the menu anchor widget has 4 buttons, depending on the item selected, it controls what is shown

normal burrow
#

@next badger that is interesting

#

but yeah i imagine what avitas is talking about is akin to roblox

ember notch
#

I know

ancient lotus
#

my assumption is lack of development experience to understand the amount of work that would go into it (absurd amount)

rotund scroll
#

not to mention the technical debt

#

for someone inexperienced

#

it'd likely be unviable as soon as it released

ember notch
#

Thank you i will check that out ๐Ÿ™‚

grim ore
#

@marsh swallow More than likely you need to override the "On Get Menu Content" event on the menu anchor. I can't see another way for it to give back the widget that is being held by the menu anchor

next badger
#

@plush yew i think he's making that game for 5 years already

marsh swallow
grim ore
#

@marsh swallow here I am using the On Get Menu Content event to change the image that is being shown on the widget that is being created by the menu anchor

marsh swallow
#

You mean this? @grim ore

rotund scroll
#

I have a deep seated respect for people who can pull off doing stuff like that continuously without giving up

#

making a game engine requires so much persistence

grim ore
#

so yes that is the right spot, you now need to manually create the widget like I did then modify it like you want and return your modified widget as the one to show. If it's just passing info to it you would just pass the info to it after creating it then return that one

ancient lotus
#

anyone else currently watching handmade hero now lol

plush yew
#

Can i ask questions in this channel?

marsh swallow
#

Okay. So even though you set a class on the Menu Anchor to spawn (which i dont actually seeing it spawning anything when i click and it fires open) you still have to manually create it

ancient lotus
#

yes

#

@plush yew

grim ore
plush yew
#

Ok so I'm importing a character into unreal engine

#

as an obj

plush yew
#

but when i import it, the whole assets gets broken up into pieces of the person

#

asset*

grim ore
#

click the combine option on the import popup?

plush yew
#

Not sure whats wrong

#

theres a combine option?

#

There is no combine option that I can see

#

Nvm

#

there is

#

ah thank you

#

that fixed it

coarse wigeon
#

Welcome @median wigeon ๐Ÿ™‚

severe lintel
#

I'm trying to make a bullet blueprint for a shooter game. How do I disable collisions for the bullet and make it a trigger? I want to do this to prevent it from stopping moving players when they are hit.

grim ore
#

yeah its hidden in the advanced drop down, super annoying

median wigeon
#

@coarse wigeon Thanks!

grim ore
next badger
#

I see we have new orange face here ๐Ÿ™‚

keen moss
#

I need help with a vehicle blueprint, i followed a youtube tutorial on how to create a car like the one in the vehicle template, and was able to drive it around perfectly in that scene. i then migrated the car and all other info to my project scene and when i try and play it, the car flys off into space and spins like a top..... please help

grim ore
#

collision

next badger
#

somethin either was not migrated, or...maybe there were some special settings in the project... try #legacy-physics

#

i've seen car physics went havok just cause of internal constraints

grim ore
#

pick up the car a few feet off the ground so it drops down to the ground when it starts. See if it drops or immediately flies off. You can adjust it to like 20 feet just to make sure its dropping or flying. If its flying then it could be something colliding with it from the start like a bad sky sphere BP.

severe lintel
#

@grim ore thank you

keen moss
#

@grim ore ok i will try that now

grim ore
#

and @next badger has a good idea since that would be the correct channel for more problems if that doesnt work but it's a collision thingy for sure

keen moss
#

@grim ore deleting the skysphere worked, whats wrong with the sphere?

rotund scroll
#

probably collision enabled on the skysphere

#

when there shouldn't be

grim ore
#

nothing except the default one in some projects has yep the collision enabled on it

#

dunno why, ask Epic lol

rotund scroll
#

likely a fluke

grim ore
#

enough of a fluke that I got it right first guess ๐Ÿ˜›

rotund scroll
#

I meant the fact that collision was left enabled on, presumably, a template

grim ore
#

oh yeah, and yep

#

also some MP content like the Infinity Blade firelands examples

keen moss
#

i turned off collisions and its works now, thanks guys

rotund scroll
#

oh I didn't do anything

next badger
#

on sky sphere?

keen moss
#

yea

rotund scroll
#

it was all MathewW

next badger
#

but how it can collide with it?

rotund scroll
#

on some projects collision is left on, as per the conversation we just had

keen moss
#

its a static mesh from unreal called sphere_inversenormals, it had collisions on by default

#

now that i have a driveable car in my scene, is there a way to record keyframes of me driving the car down the road

grim ore
#

yeah the BP_Skysphere has a custom sphere mesh it uses for the material for your sky

next badger
#

i actually haven't recorded any sequences with ue4

#

i need to try that out

grim ore
#

and if you have collision on you are inside of it and it goes nuts (tossing you out)

rotund scroll
#

which to be fair is expected behavior

keen moss
#

it is

next badger
#

unexpected is collision that is not inverted

rotund scroll
#

I mean collision on sky should be turned off really

next badger
#

@grim ore As of Unreal Engine 4.24, we recommend using Take Recorder instead of Sequence Recorder.

rotund scroll
#

so I'd attribute it to it being a fluke

#

from Epic's side

#

(as per the previous conversation)

keen moss
#

unreal can be really weird sometimes, im going to get a tattoo one day that just says "fucking unreal"

median wigeon
#

@next badger , Yep I am a new orange face. Been an admin on the UE4 Developers community and a few other UE4 groups on Facebook for a handful of years.

grim ore
#

man... Epic is weird. Take Recorder is intended for stuff like motion capture but they just flat out say "use it for all your in game recording now" lol

next badger
#

@grim ore and people will

#

cause, Epic told

grim ore
#

ugh

median wigeon
#

^ yeah itโ€™s odd

keen moss
#

the recorded should work great, thanks again

worldly dust
#

a week or so ago epic showcased a 4 part youtube series about network replication I heard was great, but I can't find it anywhere, it had a red thumbnail lol, does anyone happen to have that link?

next badger
#

that was 3 weeks ago...not one tho

worldly dust
#

thank you i'll check it out but that's not the one, it was a 4 part youtube series that was not a live training

grim ore
stable robin
#

I have a Bluefish Epoch capture card in my computer. I saw an announcement dated last April that Bluefish was gonna be supported in Unreal, but does anybody know if it is? I was unable to find a plugin for it like Blackmagic and AJA have.

stable robin
glad karma
#

Somebody know where can I find, or know some video with particles of water droping on screen?

icy narwhal
#

I am getting this error while trying to delete a skeleton and replacing it's references, anybody knows a solution for this?
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 199 from an array of size 68

plush yew
#

how would i fix the car from floating in the air?

royal dragon
plush yew
#

;/

normal burrow
#

@icy narwhal what version

icy narwhal
#

4.24.3

normal burrow
#

Find one skeletal mesh that uses the old skeleton

#

Right click it and assign skeleton

#

Choose the new skeleton

#

Then lemme know if that worked for the one thing

#

If it didnโ€™t, then you canโ€™t kill and replace

icy narwhal
#

Ah okay.

normal burrow
#

They have to be similarly named and hierarchy (bones)

icy narwhal
#

That might be the issue, I was replacing Paragon one with default Mannequinn

normal burrow
#

Yeah no

#

That is unlikely to work

plush yew
#

hello guys, I have no enough space for vs 2019 but I need to install it, I have not things what to deinstall so is there a way to can install it on other disk?

normal burrow
#

May be able to assign mannequin to paragon tho

icy narwhal
#

Hmm.

normal burrow
#

< not familiar with paragon assets

plush yew
#

someone?

normal burrow
#

Would move things around

#

That arenโ€™t visual studio

#

Programmers are lazy and they will assume itโ€™s where it is

plush yew
#

I can't move the other things to disk C

normal burrow
#

from?

winged notch
gray merlin
#

hello, i suppose you all are unreal developers

#

there are some local guy who said, who releasing his game which made on unreal

#

i want make sure how much he actually done on it, for judge his ability

#

this is his demo, can you tell me, how much stuffs his done here? or its just some demo from others?

#

hi @normal burrow

glad karma
midnight gate
#

anybody got some advice on getting a good looking hud?

lost niche
#

Would it be possible to read/write same SaveGame object (using same variables I mean) from 2 different project?

midnight gate
#

i dont think anything is posible to copy from 2 difrent projects

#

you just have to mirgarte them to merge them

lost niche
#

Well, apparently I can

#

I don't think that you get the question. I'm not copying anything between projects. I created a SaveGame object on 2 different projects with same kind of variables in them. I created and filled a .sav file from one, copied that .sav file under the other projects SaveGames folder and was able to read the content correctly

ruby folio
#

So. I was looking at the Online Learning for my niece. Redeemed a marketplace code for a simple water course. But I have no idea what the item is called and cannot find it under the launcher

obsidian nimbus
#

in editor viewport alt+drag duplicates an object, any way to turn that option off?

#

dont see it in editor pref hotkeys

placid arrow
#

hah, i just learned where the lizard/dinosaur sprite comes from attached to a pawn in ue4

#

it goes all the way back to unreal editor 1.0

#

He was supposed to draw an icon for a pawn, so he created a chess piece. I was like "no no no", and he said "OK, so tell me what a pawn is". So I said "It's like a monster, like really bad-ass thing" so he drew the head, which nobody is really sure what it is, some people think it's a dinosaur, a lizard, or something... but those have been our icons for a decade.```
#

๐Ÿ˜„

regal mulch
#

Does anyone have an example of how Structs are saved in ini files? As in what format?

royal crest
#

is it possible to move in viewport just like in blender?

#

im used to blender and new to ue4

obsidian nimbus
#

its possible, but im waiting for some1 else to do it :p

fiery mortar
#

Guys how can I possible make this actor spawn where camera facing instead of always forward?

obsidian nimbus
#

drag the camera in level

#

bp i mean

#

and get forward vector

fiery mortar
obsidian nimbus
#

right now it spaws right on the capsule

#

camera in actor transform

#

not self

fiery mortar
#

@obsidian nimbus oh okay the thing is it's basically fps magic so I tried to make it spawn from character's right hand

obsidian nimbus
#

get socket location than

#

drag the skel mesh ref in bp and get socket location

#

and pick hand

fiery mortar
#

@obsidian nimbus when I do that it spawns out of hand but it doesn't work when I look up and down that's the problem

obsidian nimbus
#

well other ppl have had this kind of problem and i bet its documented ๐Ÿ˜›

#

better find a post of other ppl fixing it ๐Ÿ˜›

winged notch
#

highwaywarrior not the same as Blender 2.80 but it is similar

fiery mortar
#

@obsidian nimbus OH ITS THE ROTATION thanks for the help man

obsidian nimbus
#

np ๐Ÿ™‚

winged notch
wild ginkgo
#

anyone knows how I can find my username? I can login with my email just fine, but neither with the display name nor forum name.

plush yew
#

left under to settings

blissful trail
plush yew
#

google""is ur frind...

blissful trail
#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

VCRUNTIME140
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_PropertyEditor
UE4Editor_PropertyEditor
UE4Editor_PropertyEditor
UE4Editor_PropertyEditor
UE4Editor_PropertyEditor
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

#

what does this mean ??

plush yew
#

kernel problem?

blissful trail
#

xd

plush yew
#

though could be hardware or driver related u should ask in 333networks channel here they know alot

#

having too many collision on a scene

#

that will make it lag?

#

or it wont effect it that much?

wild ginkgo
#

Talking about the epic games user name, not discord. To ask again since it got lost above - How can I find my epic games username. I can login to launcher or website just fine with my email, but neither with the display name nor forum name.

plush yew
#

well than ask epic forum

wild ginkgo
#

this basically is the epic forum silly ^^

plush yew
#

but logically thought if u dont know ur name their?whoes account u wanna crack? lol...

#

okay

blissful trail
#

wanna vc vas ?

plush yew
#

vc? whats that

summer loom
#

Cannot you ask for it on the login screen?

blissful trail
#

voicechat

wild ginkgo
#

as I said, my user name and forum name both don't work, not that I don't know them

plush yew
#

i dont like voice chat sorry

#

too gay

blissful trail
#

ok

plush yew
#

aha oke and did u delete old cookies etc? and than try again login?

#

did u mix up names or login if u got two names

#

than only one works for login i guess

#

if not than u need to contact them

#

am going to eat later!

pine siren
#

What's the difference / relationship between normals in a mesh (per vertex/face) and normals in a material? Will material-normals override mesh-normals?

heady moon
#

how do you design a map and import it into your project?

#

is there something i need to learn?

#

or should i just edit the landscape in the engine

glacial totem
#

Anyone ever had simliar problem where restarting engine just deletes all components from blueprints classes if those blueprints are used anywhere?

heady moon
#

that happened to me when my engine crashed

glacial totem
#
LogLoad: (Engine Initialization) Total time: 8.34 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds
LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'BodySetup_0': ProceduralMeshComponent /Game/Blueprints/testataankokopaskaahajaakoprocmesh.testataankokopaskaahajaakoprocmesh_C:ProceduralMesh_GEN_VARIABLE
LogAssetRegistry: Asset discovery search completed in 5.4406 seconds
LogBlueprintAssist: Loaded blueprint assist node size cache: ../../../Engine/Plugins/Marketplace/BlueprintAssist/NodeSizeCache/0402D6844C59AB2B197057BB9C4E3C40.json
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000006 seconds (updated 0 objects)```
rough hound
#

Hey! I've asked this before but is there a way to turn object references into actor object references in blueprint? (I know the reference is an actor but because of how you get blackboard values it's giving me the wrong "type" and i can't connect it to nodes that need actor object references.)

glacial totem
#

just seems to happen with procedural mesh component, reinstalled engine already

tacit onyx
#

@rough hound You should be able to cast it to actor if the object being referenced is of actor or a child/grandchild class of actor.

rough hound
#

What does casting actually do? I'm still not sure when to use it.

#

I've just heard its a bit expensive to use a lot.

whole quarry
#

Casting sets a object reference that is spawned in the world

#

its not that expensive if done properly

tacit onyx
#

Think of it like a dressing room. You get references to actors, but they're meant to play specific roles, but all you know is that they're actors. You need to send them to the dressing room to turn them into the role you need. The complexity of explaining comes when you have to point out that you can't cast to any class other than that object's actual class, or any of that class' parents.

rough hound
#

Right.

whole quarry
#

If the world is a train and the passenger is an object, you can cast to specific passengers to get them do stuff/manipulate them

tacit onyx
#

And it's really not that expensive at all. Most projects won't notice the hit.

rough hound
#

Before i started toying with UE4 i only dealt with objects that didn't really need to "be dressed up". You just checked if it was valid and if it was of the type you wanted.

#

So casting is a bit of a foreign concept to me.

whole quarry
#

You could see casting as a phone call to a specific actor in the world ๐Ÿ˜›

rough hound
#

like say you had the equivalent of an actor, you'd do IsPlayer or IsNPC or something similar.

#

Which would just return a true or false value and you'd know if the object you had was of the type you wanted.

#

So i have my actor, do i have to do another cast if i want to get the mesh?

whole quarry
#

If you have a casted reference, you can take all components from that reference

tacit onyx
#

Depends on how your classes are set up. You should only need one cast depending on your use case.

rough hound
#

Well i'm only using actor atm cause i want it to be future proof and work with all possible targets

#

So casting to a certain AI or Player class would just make me have to backtrack later.

tacit onyx
#

You're in inheritance territory. You need a mother class for anything you want to reference globally like that, then that mother class has the variables, your child class inherits and sets them as they need, and your cast to the mother class allows you to reference them from just one cast.

rough hound
#

My Player and AI classes inherit from the character class atm.

#

Could i just use that then?

tacit onyx
#

A great example is, I have a store project. I have a mother class named ItemBase, this item base has a few variables but mostly say Price as a float. I have two other classes Potion and Boots. Potion and Boots inherit the Price variable from ItemBase as they're children of it. Potion sets it's price at 5, boots is at 25. If I get an actor reference to a a potion and cast it to itembase and ask it to print price, it'll print 5, if I do the same with boots, it'll print 25, despite that I'm casting to ItemBase which never set a number for that variable.

#

It does if they inherited those specific things from character.

rough hound
#

I just need the mesh component

tacit onyx
#

If it's the inherited mesh component from the Character, you can cast to Character.

whole quarry
#

Remember when using parent-child classes: These are the worst parents ever as they dont even know the children exist :d

rough hound
#

I can get the mesh position but i can't find the function for actually getting the mesh itself

#

Ah no. I just need the mesh.

#

I'm trying to attach a particle effect to a mesh.

#

of my targetr.

tacit onyx
rough hound
#

What did you type in to get thje target - mesh node

tacit onyx
#

Just type Mesh, and scroll to the bottom, should be there.

whole quarry
#

Usually its easier to just add the particle component to the actor and have it Deactivated by default, then from the casted reference you could activate the particle OR you could make a custom event in the actor to activate the particle effect and then call this custom event from the casted reference

rough hound
#

Ah

#

Found it

#

there's a bazillion stuff to scroll through.

#

Well, it's a particle effect that comes from an AI attack. The AI isn't necessarily always spawned in and it might never target x actor.

#

So wouldn't adding a particle component to every potential target be more work than just adding the component when it's targeted?

whole quarry
#

true, in that case I would make a blueprint function (in the blueprint function library) to spawn an emitter on the hit location

#

then you can just call that function from any actor that hits something, using traceline you get a hit vector location

rough hound
#

Just need to figure out what to do with Attach Point name.

#

want it to be universal so that it should work on most meshes.

#

Character Meshes anyway.

#

Be it a dog or a human if you get me.

#

Wait

#

actually

whole quarry
#

there is another Spawn Emitter

rough hound
#

how do i get the bonding box

#

Bounding Box*

#

I could just get that and spawn like a little effect above the box instead.

whole quarry
#

why not use "GetActorLocation" instead?

rough hound
#

I'd want it to follow.

#

Imagine it being like a bleed effect i guess

#

Or like

#

If you wanted to spawn a raincloud above someones head. Thats more like what i want.

tacit onyx
#

@rough hound What you have should work for any child class of Character. Should spawn and follow the actor.

rough hound
#

Yeah it's just that i can't use a socket name or a bone name because that can wildly vary depending on the mesh used.

tacit onyx
#

Just leave it blank. Spawn it based on the character's Mesh and offset it relatively with the Location Vector if you need.

rough hound
#

Yeah that's what i want now. I just need to figure out how i can get the "height" of the mesh so that i can spawn it proportionally. I figured using a bounding box origin and then using the Up Vector could maybe give me the results i want. I've managed to figure out the Bounding Box.

#

Doing an offset on say 100 on the z axis would spawn it above the small AIs head but would end up somewhere inside the big AI.

tacit onyx
#

Fair. You could map it based on Bounds, but a socket with the same name in your meshes might be best. Your other option would be to make a child of character, reparent your other child characters to it, and in that new mother class of your other characters, make an inherited scenecomponent and use it's location. Sockets are probably easier, but it's all preference.

rough hound
#

If i had control of all the meshes this might be used on then doing sockets would be best sure. But i don't so i think bounding box is my best option.

dire fjord
#

is it possible to move the derived data cache? I'm sure I did that like a year ago, but I just found it in my appdata/local sucking up 28 GB...

rough hound
#

@plush yew Yeah but you have to use a named socket which are tied to the skeleton of the mesh, so different skeletons wouldn't have the same sockets.

whole quarry
#

unless you name them the same

#

๐Ÿ˜‰

rough hound
#

Cause i don't have control of every skeleton that's going to be used in the game.

whole quarry
#

you can manually add sockets to skeletons in ue4

#

some manual labor will always be required ๐Ÿ™‚

rough hound
#

Ok you don't get my problem. Say a mod, if someone mods in some AI with special skeletons there's no way for me to add a socket at the right spot real time, or is there?

whole quarry
#

modding is a final station to look at

#

if someone wants, by then, add a custom skeleton, he/she will have to add those sockets as well to properly mod the game

#

else you will need to retarget skeletons to a template skeleton

#

though I highly recommend to learn UE4/game development before going to the advanced world of making your game modable

rough hound
#

It's just better if i find a universal solution so that i don't have to back track to fix my stuff.

whole quarry
#

Also, there are naming conventions templates available online to ensure stuff are properly/same named

rough hound
#

Or force people to do extra stuff because i was lazy.

#

hmm

whole quarry
#

I would call it "Compatibility issues"

rough hound
#

What i can do instead

#

I can use the root bone instead of a named socket.

#

And then offset it to fit with the height of the mesh.

whole quarry
#

then you would just use a (i.e.) bleeding PFX to a bone.name like head

#

instead of sockets

sour granite
#

i found a work from home job that requires unity,if i already know basic unreal,how long will it take to learn basic unity.
thanks

rough hound
ornate vessel
#

DOES ANYONE HAVE LightWave 3D??

whole quarry
#

MAYBE SOMEONE, BUT WHY SHOUTING?

ornate vessel
#

i need to convert it

#

online converters dont work

#

its a downloaded model

gilded sierra
#

Hello everyone, is there a way to change a setting from a texture which depends a substance graph ? I mean everything is lock due of dependencies and i would like to be able flipping green normal map chanel for tessellation. I can't even export it as png

winged notch
#

Does this help

fierce forge
fierce tulip
gilded sierra
#

https://www.youtube.com/watch?v=zaVWHRJfzMM
@winged notch nope it doesn't i really can't export except as ue file

The third tutorial in our Lost Boys Dev Smarts series for the Unreal Engine 4 we'll dive into how to export a texture file from within your project out to an editable original format.

See more about Specter U.M on our website: http://www.specterumgame.com/

To check out or ...

โ–ถ Play video
winged notch
#

How about this

ember notch
#

Hey guys, I am back and now I will continue my game "Pixel Defenders" ๐Ÿ˜„

gilded sierra
#

@winged notch thanks didn't find it, works perfectly

winged notch
#

So it didn's work

#

Or it did work

heady moon
#

how do you design a map and import it into your project?
is there something i need to learn?
or should i just edit the landscape in the engine

winged notch
#

Editing the landscape in UE4 is fast but if u have A development workflow in a offline program that is working just keep moveing

austere scroll
#

please help

grim ore
#

Does your grass and tree support baked lighting, does it have a proper lightmap UV setup?

winged notch
midnight root
#

Speaking of shadows, how does one fix the shadow if it is one, that followers player around terrain, circle shape I think, not just on play but flyby

zealous cloak
#

now i shall learn Unity in my company ๐Ÿ˜„ so goodbey for some time :/

grim ore
#

Nothing wrong with using Unity and Unreal ๐Ÿ™‚

rough hound
#

I have this projectile, what would be the best way to add a "travel" sound? I've figured out how to do impact but not quite sure how i'd do a travel sound, cause i need to end it if it hits something aswell as i don't want to repeatedly run it if the sound isn't finished.

#

Never mind i figured it out ๐Ÿ˜… was way easier than expected.

slender nebula
#

Hi guys!

Perhaps someone here can help me.
I wanted to use High Resolution Screenshot for grabbing this scene, but as you can see, it somehow messes up the background mountains ( ??? )
I first thought it was related to resolution, as it can also change DOF etc, but as you can see, even on 1x, it still creates this problem, and the problem is exaclty the same up to 3x.
Any ideas what this can be?

normal burrow
#

Thatโ€™s weird

#

These mountains are landscapes?

slender nebula
#

They are a mix. I think 2-3 are landscapes, the others are a deform plane.

#

Actually, thats a good point. Only some of those change, not all.
Perhaps this is a good starting point ๐Ÿ™‚

#

Ah, that was it! If I hide the landscapes, and only the staticmeshes remain, they look as expected.

#

Thanks a lot, Pat! Is it a LOD issue? But I dont understand why it would only trigger when doing a screenshot

normal burrow
#

I was shooting in the dark there. LOD came to mind yeah

#

I wonder if it doesnโ€™t just use LOD0 for any res

wary birch
#

What is the conventional prefix char for utils blueprint callable classes?

slender nebula
#

@normal burrow That was it. Changing LOD0 screensize and I can see the effect. Thanks a lot, P@t! That was some damn fast help ๐Ÿ™‚

normal burrow
#

BP_

wary birch
#

Thanks

grim ore
#

can also get his linter plugin for free that automates alot of that stuff

normal burrow
#

It gives you good game ideas

rough hound
#

What would i use if i wanted to ignore collisions with another object?

grim ore
#

remove the collision object?

rough hound
#

But i only want it to ignore collisions with specific actors.

grim ore
#

change the collision settings to ignore that collision channel?

rough hound
#

To add to context. I'm spawning multiple projectiles that usually end up colliding with themselves at some point before they reach their target.

grim ore
#

yep make a new collision object/channel just for the bullets and have them ignore that object/channel and then collide/overlap with whatever else you want then assign that collsion to the bullet

rough hound
#

There's no simple check i can do when it hits an object to see if it's the same type of object and if it is then continue as before?

tough marsh
#

begin overlap?

grim ore
#

if you are using collisions, no because it will block it physically. if you are just using overlaps then yes

rough hound
#

I'm using collisions.

grim ore
#

the "simple check" you are asking for is changing the setting in the collision options for it

#

but if you don't have it being unique, like say bullet as its own collision channel/object, you would have to set it to ignore something else generic like all movable static meshes or the character or pawns or etc..

#

so the correct answer is to make it's own collision type and assign it and done

queen raptor
#

hi guys.. Anyone know of any good tutorials for adding the ability to climb on ladders to the ALS? I just finished merging the ALS with character interaction and would love to be able to climb ladders.

abstract relic
#

Tried with a fresh project?

limber tiger
#

Hi everyone

#

has anyone has a problem with a mouse snapping back

#

i am trying to move in viewport and its snapping right back

#

preventing me from moothing around smoothly

twin orchid
#

Hey, friends! How can i import animated camera from houdini to unreal?

#

It looks like pain in a$*

forest tree
#

Does anyone know how it's possible that my GPU scene frame time doesn't match with the sum total of the individual parts of the scene?

little warren
#

Hey I have a problem I am not sure how to approach. I am working on a project where the user can spawn a huge amount of meshes, think of it as something like minecraft with 10 different block meshes and 10 different colors/textures. I know the best way to have a lot of meshes is to use ISMs, but in this case there would be 10x10 = 100 different ISMs, so I'm wondering if there's a better way to approach this?

#

Or can I change a dynamic material on a single instance?

queen raptor
#

after updating the nvidia driver today I'm now capped at 30 fps I was getting 60fps in the viewport yesterday and I always have the smooth frames checked in the project settings. Anyone eles stuck at 30fps cap? never had this happen before today

rapid vortex
#

Also updated, but not experiencing any issues with fps ? can't help you there I'm afraid.

queen raptor
#

yea its very strange its locked to 30fps even in empty scene

rapid vortex
#

try t.MaxFPS 60 in the command window

#

see if that changes anything

violet goblet
#

unreal material:
can i use the normal map to "mask" out a roughness map?

like the typically denim-stripes (from normal map) i want to make the "peaks" of the stripes less rough then the "valley"

serene quiver
#

Anyone know why my geometry seemingly randomly disappears?

grim ore
#

we wouldnt know without any more info. perhaps LOD? Culling? a random BP deleteing it? is this a landscape or using static meshes?

serene quiver
#

Static meshes I believe, I'm using the geometry tool and sometimes it will just sometimes almost randomly just delete pieces of the other geometry

#

And its not a thing with the geomtery's angles either, these ones connect to the platform

grim ore
#

are these just geometry brushes with the default material?

tiny sonnet
#

very new to the idea of replication. Why doesnt something simple like this work on the client? It only works on the server

serene quiver
#

Yes

grim ore
#

hmm.. unless you are somehow moving them since they are brushes and can be edited they shouldnt reandomly disappear. IS this parts of it just missing now or does it come back when you move near it?

#

perhaps they are facing the other way, the faces, if you go from the other side (under it and look up) do they show back up?

serene quiver
#

The only time they come back is if I separate the brushes

orchid seal
serene quiver
#

This happens a lot ๐Ÿ˜ฉ

orchid seal
#

can you see the cigg butt?

#

lmao

queen raptor
#

@rapid vortex I tried t.MaxFPS 60 but it didn't change. I'll try to forums as well.

orchid seal
#

it's a texture from megascans

grim ore
#

@serene quiver You might want to try converting those to static meshes at some point and see if it still happens. Geometry brushes are meant for prototyping then being replaced later

serene quiver
#

Yeah, I'm trying to get a basic map out of the world and then replace it when I have the proper meshes

grim ore
#

it's realy hard to tell whats happening but that shouldnt happen if they are both set to additive. You can also try moving the one that is disappearing to be drawn later

serene quiver
#

Very strange....

grim ore
serene quiver
#

Hey, that actually fixed it! (I actually cant believe I didn't think of that lmao)

grim ore
#

it shouldnt have mattered if they are all additive but who knows those things are weird

serene quiver
left arrow
#

Hello guys, I need help with my flowers. I want to add these flowers I made in Maya to a U4 project. But I dont know how I should export them. Should I just Uv map them, make a texture in Photoshop and load everything in U4? Or should I render them and export it into U4 as a picture with an alpha(Like I did with my grass)? I want to use them really much on my grass like 300 or more. What would be the best?

keen moss
#

depends on how close you will get to them

left arrow
#

Not really close, normal third person camera close ๐Ÿ™‚

#

But I dont want them to look bad or low poly , its more an stylized environment

tiny sonnet
#

very new to the idea of replication. Why doesnt something simple like this work on the client? It only works on the server

grim ore
#

so when you right click what happens?

wanton wadi
#

Hey, this might be a very stupid question: I need to get the current camera location. I'm using GetPlayerController -> GetViewTarget -> GetActorLocation but this doesn't work when I "detach" in the editor.

#

(I'm trying to get my flashlight lens flare to work nicely but its hard to test when I can't detach :/)

tiny sonnet
#

@grim ore hey there, it simply creates a debug decrementing the health by 20. except it only does it in the server, not the client. the client always stays at a 100

#

@wanton wadi get camera location

#

also lens flares might be better with the post proccess

wanton wadi
#

its a custom billboard sprite that shows up when the light of the weapon is facing the player ^_^

grim ore
#

@tiny sonnet If you mouse over the Apply Damage you will notice the icon in the top right and the note on the tool tip of server only

tiny sonnet
#

so how do the make the server do damage to the client when the client right clicks

grim ore
#

and it should be done on server anyways else you are letting a client control damage which is a no no in a MP environment

tiny sonnet
#

i realize that

grim ore
#

you would make sure your health is a replicated variable so any changes on the server is updated to all clients

tiny sonnet
#

i did

grim ore
#

then you would call a server event from the client to run on the server to do the damage

tiny sonnet
#

health is repnotify

grim ore
#

then the server would apply the damage to the server copy and it would replicate to all clients

tiny sonnet
#

i did

#

@grim ore i did do that, but then only the server could right click, the client right clicks did nothing

wanton wadi
#

@tiny sonnet this is currently working, but only when I'm in first person view in my editor. The resulting dot product is basically 1 when i'm looking directly in the flashlight and 0 when I'm not. Instead of "get player -> view target -> get actor location" i basically need "get current camera -> get location"

grim ore
#

the biggest issue is your getting the player character which is not going to be what you want probably on the server

tiny sonnet
#

then what should i get

#

there isnt "get owning client" unfortunately

grim ore
#

it depends on what you are trying to do and where this code is at

tiny sonnet
#

im just trying to learn

#

how you could damage yourself

#

with an input

#

@wanton wadi there is a node called "get camera location

rough hound
#

Is there a way i can "assemble" these meshes? I have about 5 variations of legs, heads and torsos and want to create a combined object that can switch between all of them.

tiny sonnet
#

use an actor and use them as components?

#

@rough hound

grim ore
#

so here is code inside the third person character to damage itself in a multiplayer environment

wanton wadi
#

@tiny sonnet there is, but its not returning the right camera location if I detach in the editor.

grim ore
#

and here is the result, you can see each player is reporting its health going down when you right click on that characters screen.

tiny sonnet
#

thats only decrementing the servers health tho

#

i want to decrement the clients health as well

grim ore
#

replicated means when the value changes on the server it replicates it to all clients

wanton wadi
#

ejected (both the flares are still being calculated as if the camera is in the player)

tiny sonnet
#

@grim ore so i shouldnt replicate the health? im confused

#

oh wait im dumb i see now

#

shit, im stupid. I thought it would say client1:.....

grim ore
#

it would if you printed on the client, but we run that code on the server

tiny sonnet
#

i see thank u

grim ore
#

networking is a pain to understand fully so don't worry if it takes a bit

#

like.... a long bit even is not a worry lol

tiny sonnet
#

lmao, even harder on unity, You have to set up RPCs and everything.

grim ore
#

yep

exotic cave
#

So, quick question:

#

If I have a camera flythrough Level Sequence that starts off my stage, does the SpeedTree Wind node get activated?

wanton wadi
#

I'm just over here with my Game Maker knowledge writing my own protocol and packets ๐Ÿ˜…

tiny sonnet
#

GameMaker, havent heard that in a while lmao

#

i made my first game in 1st grade using gamemaker lmao

wanton wadi
#

which is a bit easier IMHO ๐Ÿค” at least i know 100% whats going over the line, but its a lot of custom manual labour if i'd have to make UE4 work with a custom protocol

exotic cave
#

I tried GameMaker for awhile, but goodness, it aged so fast compared to the speed of content creation

wanton wadi
#

I've been using Game Maker for about 15 years now. I'm really f*ing mad at myself for not starting with UE4 earlier... Just started 2 weeks ago lol

plush yew
#

When ever i jump high the ai stop following for a sec

tiny sonnet
#

@grim ore one more question, when replicating an asset, do i have tto change anything in the animgraph?

plush yew
#

Anyone can tell why?

exotic cave
#

Join the club, I should have been on UE the last three years instead of the "other U"

wanton wadi
#

@plush yew I think because there's no valid path for the AI to follow if you're in the air?

tiny sonnet
#

i think the path is linear as well

plush yew
#

Duke what do you suggest?

wanton wadi
#

i mean 0 experience with AI stuff in UE... but yeah from a pathfinding perspective

#

cast a ray

#

to the floor

#

and thats the position the AI should walk to

cerulean harness
#

I hope they reinvent the Ui for Unreal to look more professional in time though

tiny sonnet
#

are you using a behavior tree?

cerulean harness
#

Kinda what blender did

exotic cave
#

wonders if his wind is actually active and that it's just hard to see with the camera flying around

plush yew
#

@tiny sonnet yes

tiny sonnet
#

what node specifically>

plush yew
#

Still basic sec i will show you

wanton wadi
#

@exotic cave can't you watch a debug value? ๐Ÿค”

tiny sonnet
#

just "movedirectlytoward"

plush yew
#

Look BlVZe

tiny sonnet
#

use movedirectlytoward

wanton wadi
#

holy fuck are those behaviour trees that you can manage from the UI?

plush yew
#

@tiny sonnet can you explain the diffrence?

wanton wadi
#

UE4 beats me again. I'm so used to writing everything myself

#

I hate game maker

grim ore
#

@tiny sonnet it just depends on how you are using it. the anim graph is driven by stuff locally for the most part so as long as whatever data it needs is accurate you should be fine. One thing to keep in mind is if you want stuff to just play locally or not (non important stuff like maybe particles or some animations) as there is no reason to have all clients perfectly matches if it doesnt have to be. Normally for anim its more of let the graph run like normal updating the variables as needed and the clients will "sync"

plush yew
#

It worked

#

yay!

tiny sonnet
#

moveTo is wonky

#

best i got, lmao

plush yew
#

hehe weird

grim ore
#

I normally write my own move to task using the ai move to nodes internally just so I can have early outs or triggers

plush yew
#

Accpetable range

worldly axle
#

Hello, how can i enable collision to certain meshes of the foliage tool ?

plush yew
#

what is it for?

grim ore
#

the built in one is wonky heh

plush yew
#

MathewW this is from your video

grim ore
#

its how far from the target you stop

plush yew
#

thanks for explanning it

grim ore
#

so for example if your character is 50 units around from the center and your target is 50 units from its center if you try and stop at 0 units you will try to be on top of it. if you aim for a radius of say 50 you would end up being right next to them.

tiny sonnet
#

matthew, best way to handle melee damage, should i use an animnotify? spawn an actor on the sword when swinging? detect collision using a collision when swinging? what do you say

little warren
#

Hey guys got a question, I'm facing a dilemma. I can have 1000 actors with a box collision each or 1 actor with 1000 box collisions. Would the performance cost between the methods be large?

grim ore
#

no right answer, all work and I have tried them all

plush yew
#

BLVZe

grim ore
#

the action RPG example that Epic has uses notifies for example

plush yew
#

DOnt use movedirectly is missed up ;d

tiny sonnet
#

i previously used animnotify but i have no clue how to replicate

plush yew
#

just tested it out

#

The ai dosent go around stuff

tiny sonnet
#

wait wut

plush yew
#

he get stuck and he cant get out

#

if you use normal move to the ai is smarter

tiny sonnet
#

use moveTo then, something ue4 jsut decides to work

plush yew
#

@grim ore Is there a way i can keep the ai moving even if i jump high?

#

BlZE no mate thanks for the help

#

Just thought you might have another tip

grim ore
#

the AI moving to the player if the player is out of range?

plush yew
#

Sec

#

i will show you

#

Look ๐Ÿ˜„

#

this is weird

#

Why is it acting like this as i jump

grim ore
#

I mean if that's the case the issue will be the nav mesh wouldnt be valid anymore for them to get to you

#

yep it cant get to you anymore your not in a valid spot

tiny sonnet
#

maybe the navemesh is too low

grim ore
#

so it would be better to move to the players position and not the player itself, like find the players position, trace down to the ground, and move to that location

tiny sonnet
#

or you have something on the character obstructing the path

plush yew
#

Is there such a thing in the Ai behavir tree?

grim ore
#

you make it pretty much

#

I mean there might be an option in the default move nodes but I cant recall one. The issue is there is no valid path on the nav mesh to get to your position anymore assuming you are moving to player

wanton wadi
#

okay so maybe I can rephrase my question:

How can I get the camera location when I detach in the in-editor simulation (play button)?

plush yew
#

Humm MoveDirectly was working as i jump humm

grim ore
#

its possible move directly just grabs the location once and moves, it never re evaluates

wanton wadi
#

qBersp try casting a line to the floor and let the AI follow that resulting location :+)

grim ore
#

@wanton wadi once you eject I dont think you can get the viewport camera

wanton wadi
#

๐Ÿค” that makes camera specific BP's a bit hard to screenshot then

plush yew
#

Just found someone talking about it in google hopefully find the answer but thanks for the tips

flat axle
#

Does anyone know how to set the # equal to the 10 in the top right inside the event graph? Both are using the text widget inside the UMG.

#

top left*

plush yew
#

They are talking about Default Query Extent which is found in Navigation System in project settings

#

which i think am blind for not finding it

grim ore
#

@flat axle so you want the bottom right to match the top left?

flat axle
#

yes, without having to type it

grim ore
#

you should be able to just get the variable for the top left, get the text value from it, and then set the bottom right to it

flat axle
#

what node can I use to set text. Noob questions but I haven't been able to find the answer online yet.

grim ore
#

the set text node

flat axle
#

When I tried Set text, It says the variable is not compatible

grim ore
#

show your code? you might need to just use a convert node if its string

flat axle
#

@grim ore I was using the wrong set text node, Have to use the "SetText (Text)" node. Thank you ๐Ÿ™‚

grim ore
#

ah yea probably tried to set the widget. its weird

flat axle
#

Alright, now how do I get the text from a variable?

grim ore
#

drag off of it and get text from the 10text

flat axle
#

@grim ore โค๏ธ it worked. I feel so dumb XD

atomic forge
#

Hello, quick question guys:
is this task (in purple) supposed to run constantly, or only until it succeeds?

grim ore
#

it will start at the root, then it will select something in the selector, that something is the task, the task will run and when it finishes execute the selector will now check for something else, nothing is left so it finishes and goes back to the root then the root starts and....

atomic forge
#

@grim ore I see, and are the tasks value's reinitialized or are they the same since it was last used?

grim ore
#

they start over, its a new run

atomic forge
#

Ah I see, many thanks!

tiny sonnet
#

i have 3 projects open, 2 of them compiling shaders, and im running modern warfare warzone. My PC is legit a jet engine rn

surreal tundra
#

hey yall, anyone know is its possible to chroma key with composure and then put the video on a video plane?

#

bc the keying settings in composure are so good, but i dont want to work with that comp layering thing it has

#

just want to put it on a video plane

exotic cave
#

@wanton wadi : I just paused the camera for a bit. Wind works. Camera's just fast.

#

And yes, you are seeing Blueprints, which are really great and let you do simple logic much more easily than code.

wanton wadi
#

its much harder than code TBH ๐Ÿ˜›

exotic cave
#

I disagree

#

There are things it's harder than code for, but then linking them to the rest of your game's logic is easier, I find.

wanton wadi
#

i have 15 years of programming experience and I'm still finding it hard to wrap my head around a bunch of spaghetti and not being able to use just my keyboard

exotic cave
#

Code spaghettifies easily, at least with Blueprints, Materials, and node editors the spaghetti is visible

#

Plus, you know, you can also write code any old time you want ๐Ÿ™‚

wanton wadi
#

i have no idea how to put some code inside a block somewhere ๐Ÿค”

#

plus its probably going to have to compile every time and take a lot of time

pseudo swift
#

hey guys whats the difference between the mf chromakeyer and the regular keyer node?

exotic cave
pseudo swift
#

they are using a different one

#

than the MF chromakey node

#

im trying to find information about the MF-chroma key node

plush yew
#

where to post a steam related question?

deft raven
#

hi, i have a question about unreal engine demos

#

on the marketplace i found a unreal demo with this description "Licensed for use with the Unreal Engine only"

radiant haven
#

You need to look

deft raven
#

what this mean? the unreal engine demo and the assets on this demos can be used commercially only on unreal engine?

grim ore
#

yes

exotic cave
#

It means you can't use the assets in any other engine, legally.

#

(And, you probably won't be able to anyway, as most are provided in .uasset form that other engines can't read.)

pseudo swift
#

no one has experience of the mf chroma key?

exotic cave
#

But, assuming you figured out how to reverse engineer any of them, it would still be against the law to use those assets in Unity, Lumberyard, Godot, your own home brew engine etc.

deft raven
exotic cave
#

Yes.

#

Unless the pack specifically says otherwise.

grim ore
#

the key difference is Epic produced stuff, stuff they made, is normally 100% only for use in Unreal Engine while other stuff you might buy from the marketplace can be used in other places

exotic cave
#

There are teams working with the Paragon assets on a commercial level. I don't see why Infiltrator (which is much older) would be any different.

rain lintel
#

Does anyone know what causes this problem?

exotic cave
#

Epic is very much pro-developer, at least in my eyes. They are very much encouraging a "play with it" kind of culture I really respect, very true to the old modder days and ways.

ancient lotus
#

question, lets say i have a uproperty float thats set in the constructor to be 100 that i want to alter in engine, then i have another float that i want to set to equal that first UPROPERTY float value. the constructor is to soon to set the second float to equal the first one, postinitproperties seems to quick as well. is there another initialization function that i could use for this that fires before begin play? im not sure when the UPROPERTY is actually set by the value set in the editor

#

i know there is a page that lists the order/flow but i cant find it

exotic cave
#

@rain lintel : Your model has some normals declared that are not actually tangent lines but running parallel to the face of the polygon. What is causing it, however, I don't know.

#

What did you model it in?

deft raven
#

i dont know, i'm pretty new to unreal, and i I'm not used to having assets of AAA quality for free, is crazy for me hahahah

rain lintel
#

Maya

#

I can post the UV's if needed

exotic cave
#

@deft raven : You should see what some hobby teams are doing with old free assets

#

My absolute favorite "UE is mindblowing" video to date, though I don't know what the legal status of the project is as far as linking it here.

#

Those are old Infinity Blade assets

#

I personally agree with the people saying this project is better than anything Sonic Team has released in the last decade and that they should just pick it up ๐Ÿ˜„

rain lintel
#

Also what did you mean by not acutally tangent and parallel?

flat axle
#

What node can I use to set scale box size?

grim ore
#

assuming you wanted to change the size of the child in it, if you want to change the size of the size box itself you need to get access to it's parent and change it there which is the way all widgets work

exotic cave
#

@rain lintel : Do you know what a normal is?

#

A normal vector?

flat axle
#

@grim ore It says they are not compatible

rain lintel
#

I know what a normal is

grim ore
#

what are you dragging off of to try and set the scale box size? which widget.

exotic cave
#

Okay. So you know that a normal should not actually be parallel to the slope of the surface of the polygon whose face it represents?

#

A normal should generally speaking point "out" from the face of the surface

plush yew
#

Anyone ever done steam achievements? cant set the statistics type in steamworks and the ue plugin uses float from 0 to 100

exotic cave
#

Normals can be overriden for custom effects, but I assume UE still throws a fit if they're exactly parallel to the face of the polygon as it might cause a divide by zero somewhere

grim ore
#

If you are actually trying to resize a widget the parent controls how it is sized/layed out, in this case my Size Box widget has a parent of a Canvas Panel so I would do this to change the settings for the Size Box

flat axle
digital anchor
#

that also happens with floating or duplicate vertices

flat axle
#

Do I need to replace with size box, or can I set the scale box

grim ore
#

oh sorry didnt see it was scale box, if its a scale box the parent would control it's size

plush yew
grim ore
#

so you would do that second one I showed based on your parent

rain lintel
#

I did not know that acutally

flat axle
#

yeah, size on scale box, But I have 13 different scale boxes

#

So I want to change all of them at once

exotic cave
#

In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. For example, in two dimensions, the normal line to a curve at a given point is the line perpendicular to the tangent line to the curve at the point.
A normal vector may h...

grim ore
#

you will need to loop thru them all probably and you also need to know what the parent is to change it. You can see here my scale box has a parent of a canvas panel so I get the scale box, use the slot as canvas slot to get it's parent, and then I can set the size

#

for UMG widgets the PARENT controls the layout of the CHILD so you have to talk to the parent to change those values

flat axle
#

Thank you again! @grim ore !

grim ore
#

for reference something like this might be an easy way to loop thru all your scale boxes and size them if needed as this gets the main canvas panel that holds them all, loops thru them, checks to see if its a scale box, and if so does whatever with it

flat axle
#

well poop, thats even better then mine

grim ore
#

yep its just finding the repeating code, in your case getting a scale box, slotting it, and sizing it, and finding a way to reduce it ๐Ÿ™‚

flat axle
#

thats awesome

#

Does get all children work for children of children as well?

grim ore
#

no the Get all Children appears to only get immediate children, not children of

#

you would have to look and see if those children have any children and recurse to get all lol

flat axle
#

Do you recommend any good tutorials for all of this?

grim ore
#

the general documentation but beyond that it's just figuring out what you want to learn and going from there

tiny sonnet
#

wait there is a disable movement node, but no enable movement node wtf

grim ore
#

Set movement node, read the text on the disable movement node for what it does

plush yew
#

Am trying to play the animation as the Ai "Move to"

#

Humm i think am doing it wrong

#

any thoughts?

grim ore
#

the sequence node will go in sequence as items are finished the next will fire off if it can until something fails. So you will move and when done moving the play animation will run

#

so you would look at doing stuff in parallel or doing this in a custom task

grim ore
#

I beleive so yes, its been a bit since I used that one

#

but the normal stuff, sequence and selector, and intended to be in order one at a time

plush yew
#

Ok thanks mate

grim ore
cosmic matrix
#

Hello,
If i want To create a custom matchmacking service in PHP but i want To know if doing it with rest api is a good way?

#

Do anyone know how fortnite process?

keen moss
#

@grim ore hey mathew yesterday you told me about the sequence recorder for recording a car driving down the road, the main recording is working but during the playback the tires are not spinning, any ideas?

keen moss
#

Nevermind i figured it out

trim dawn
#

allright, what genius tought it was a good idea to make Z the up / down axis

upper heart
#

@trim dawn ^

plush yew
#

I did blend it to go from idle to Run

#

Anyone know how i can blend it when it turn left and right?

#

I do have the animation for it when it run right and left

#

i think i need to use Blend Space not Blend space 1D for that

#

Humm how i can get the values up and down so i can use it in the Animation BP?

paper scroll
#

Hey guys

steep spire
#

return of the mac

paper scroll
#

Can anyone here help me ?

next badger
#

@paper scroll you need to ask actual question

paper scroll
#

Ok so basically during this whole lockdown thing going on I wanna eh creative, when I start school again in September my main work is going to be using unreal engine and I have no idea how any of it works, Iโ€™ve used hammer editor in the past to make csgo maps for me and my friends but never anything on the scale of unreal engine, does anyone have any websites or YouTube videos I can watch to teach me the basics?

next badger
plush yew
#

@next badger Any node can give me a random of 3 choices?

#

Like as the game start i want it to choose from 3 stuff only access one of them

#

any thoughts?

next badger
#

select iirc

plush yew
#

iirc? ๐Ÿ˜„

next badger
#

if i recall correctly

plush yew
#

Oh

#

Thanks mate i will test it out now

#

Am trying to put a random material for it

#

i dont think select will work hummm

next badger
plush yew
#

So I am very new to UE4, (and UE in general) I am working in the terrain editor, and I applied the BasicAsset01 material, which seems to be a solid red, but I have streak lines eminating in all 4 directions from the center of the terrain. When I tried to build the lighting, the entire map went black.

#

@next badger To what did you promot it?

exotic cave
#

@plush yew : Landscape materials usually have to be developed as landscape materials from the start

next badger
plush yew
#

oh ok

#

oh thanks mate

#

i get it now

exotic cave
#

I'm trying to find you a decent tutorial on it

plush yew
#

am I allowed to livestream my UE from general?

exotic cave
#

I've just spent the last three months training myself every day in making an automatic landscape material ๐Ÿ˜„

#

But, hard to teach in just a few minutes

weary basalt
#

@plush yew Livestreams are restricted to Moderators unfortunately.

plush yew
#

ok well I have to go afk rn, @exotic cave, but I will be back soon.

weary basalt
exotic cave
#

Some of the free packs should have a landscape material

#

@plush yew : Look up some of Epic's and maybe Quixel's stuff on the Marketplace, lots of free packs, some will include a readymade landscape material for you.

#

I suggest looking at working examples of materials before diving in and building your own.

#

I did it, but it's taken three months to get it right and I've been working in shaders for ten years before this ๐Ÿ˜„

#

I'm probably logging off soon, but feel free to ping me here or privately when you're back and I'll give you a basic landscape-materials primer.

next badger
#

landscape materials are overcomplicated imo -_-

exotic cave
#

No

#

What is overcomplicated is trying to do anything worth doing in at least one of UE's competitors that lacks all the advanced features ๐Ÿ˜„

#

"Oh wait, I have to reprogram the ENTIRE SHADOWING ENGINE FROM SCRATCH or die on the rocks of shadow flickering" --me, using an unnamed UE competitor

#

UE's landscapes are ๐Ÿ˜

next badger
#

overcomplicated means they are more complicated they should be...
if you ever tried to remove a slot, you probably should know what i'm talking about

exotic cave
#

A slot of which? A layer?

plush yew
#

honestly my computer could barely start UE, so I went to install Unity, but it would download the hub thingy, then when I tried to install it, it would make its way to 100% downloaded, then it would dissapear. I did it 3 times in a row, then I gave up and went bacck to UE

exotic cave
#

UE is better

#

I've wasted years of my life in Unity. They're fine for a lot of things, but not the AAA graphical experiences I want to make

plush yew
#

IK, but I have been able to use Unity on super-low end hardware, and UE was struggling, but it doesnt matter bc I cant install it anyway. I am hoping to get a better computer soon.

#

I have a 4th gen mobile i3

exotic cave
#

UE does prefer a big ol' hog of a machine to unlock its full potential, it's true

#

Yeah

#

That sounds like a recipe for pain ๐Ÿ˜ฆ

#

Game dev these days on under an i7 is โ˜ ๏ธ

#

@next badger : Go try to override Unity's default grass shader and then speak to me of needless complexity ๐Ÿ˜„

plush yew
#

I wish I could afford an i7

normal burrow
#

cali coast replay is right

plush yew
#

I am about to get a nitro 5, with an i5 and a 1050ti

exotic cave
#

The innate one is absolutely unsuitable for anything over a midrange mobile game and overriding it is literally undocumented and probably not officially supported

plush yew
#

thats a lot of 5's

#

15"screen

limber mesa
#

If anyone is available can they help me with a menu play button issue that Iโ€™m having

exotic cave
#

1000 series graphics card or above will always help with UE ๐Ÿ˜„

plush yew
#

yeah

#

better than intel integrated on a 4th i3, def

next badger
#

@exotic cave sorry, not familiar with it

plush yew
#

its been doing this for the past 5 minutes

exotic cave
#

@plush yew : I was part of an award-nominated team doing a Unity plugin that got raves last year. This year they've made HDRP support a priority and OH THE PAIN.

limber mesa
#

@next badger are you familiar with a ue4 main menu

plush yew
#

of what?

exotic cave
#

One of the reasons I'm here is that HDRP, much like Unity's shadows, just doesn't work a good honking lot of the time

#

I will not complain further. But, UE just feels like it's for grownups in this space.

plush yew
#

yes

#

I agree

next badger
#

@limber mesa toolbar? or main menu?

plush yew
#

I mean this is insane

exotic cave
#

@plush yew : They finally added a shader editor...which only works for HDRP/LWRP

#

/URP/BURP/indigestion

next badger
#

yeah, assets provided for free on marketplace are really cool

exotic cave
#

Because none of those things work really well in Unity ๐Ÿ˜„

#

The only reliable rendering pipeline is the old standard one, and so everyone buys Amplify

#

I digress. I am not here to be unprofessional or bad-mouth Epic's competitors.

#

But, โค๏ธ UE so far in just about every way

#

@plush yew : I love C# and always will but no matter how hard I tried within it I found myself badly missing C++

#

I did a brilliant C# framework that got absolutely stymied by the lack of multiple inheritance

next badger
exotic cave
#

As I've heard it said, "You barely ever need MI, but when you need it you really need it."

limber mesa
#

@next badger a main menu

next badger
#

@limber mesa so, what's the issue?

limber mesa
#

Iโ€™ll show you

#

Kinda hard to explain

plush yew
#

so I think I broke smth, bc my water plane is also black

exotic cave
#

@plush yew : UE on an i3 is going to be REALLY rough ๐Ÿ˜ฆ

plush yew
#

is it still rendereing or smth?

next badger
#

proabbly just black

plush yew
#

hmmm

#

ok

#

welp

limber mesa
next badger
#

how's that an ue4 main menu? it's just an UMG widget

exotic cave
#

@plush yew : Does it work in preview?

limber mesa
#

I like to think of it like a menu lol

exotic cave
#

Did it break after you rebuilt?

#

Lots and lots of things can cause black material syndrome

plush yew
#

is there a way to export a plane and its properties so I can move it to a new project?

#

uhhh

limber mesa
#

But @next badger itโ€™s a widget

plush yew
next badger
#

that is umg widget, and if it does not work as intended, make sure events are properly triggering and they do stuff...add breakpoints on nodes

limber mesa
#

I did but I canโ€™t find anything, @next badger idk what I did wrong

plush yew
#

@exotic cave is there a way to export a plane to move to another project?

exotic cave
#

@plush yew : Not a good one I know of for water, yet ๐Ÿ˜„

#

That doesn't mean there isn't a way, just that I don't know a great one

plush yew
#

ok then IG I will start from scratch GWczeAngryCry

exotic cave
#

You can often reimport the .uassets corresponding to your textures, your mesh and your material

#

I believe

#

But don't throw things at me if it does not work

next badger
#

@limber mesa i think you need to hide/destroy the widget after level is loaded

exotic cave
#

Make a folder with all the .uassets from your water stuff ๐Ÿ˜„

#

Try to copy it into another project, see what happens

next badger
#

would be a bad idea

exotic cave
#

Would it?

limber mesa
#

Where would I put that @next badger. Sorry for all of the questions. Iโ€™m kinda new and I just am trying to see how everything works

exotic cave
#

Then how does stuff like Marketplace export for packs work?

next badger
#

uassets are referenced by absolute paths (within ue4 project)

exotic cave
#

hurms

plush yew
#

ill just start fresh, everything I have done so far has taken less then an hour

exotic cave
#

Then what's best practices for polishing up files for export to other projects?

next badger
#

you need to use migrate option

exotic cave
#

I see

#

Good to know ๐Ÿ™‚

plush yew
limber mesa
#

Tried to destroy it but it wouldnโ€™t work

plush yew
#

hmm, would it be a bad idea to try to use UE to make music videos?

exotic cave
#

Not at all

#

In fact, it's a great idea

plush yew
#

cool

exotic cave
#

Because UE has native flythrough/movie rendering on cameras that lots of competitors don't

plush yew
#

most of my ideas are pretty stupid

exotic cave
#

I am staggeringly in love with the Matinee successors in UE

#

Verrah easeh to render your video once it's staged

plush yew
#

yeah that is why I originally got it, bc I am trying to make a movie, not a game, although when my movie is done, I will probably make some 3d platformers.

exotic cave
#

It's a great idea ๐Ÿ™‚

limber mesa
#

Nice

exotic cave
#

UE will have bonzo cinematic uses in the next decade, really already does

#

Lotta stuff done in After Effects as of 2020 will arguably be done in UE by 2030 if Epic stewards the software as well as they have been lately

limber mesa
#

Hey Cali or ender. If one of you donโ€™t mind. Could you help me out real quick

exotic cave
#

I can try

#

Is this your widgeting/menu stuff?

#

That's one area of UE I'm not trained in enough myself yet to do Q/A, sorry ๐Ÿ˜ฆ

plush yew
#

lmao dont ask me for help

#

I have had UE for 2 days

limber mesa
#

Same

#

Thanks though everyone

plush yew
#

whats your problem?

exotic cave
#

I'm exhausted or I'd make an attempt

plush yew
#

lmao

exotic cave
#

But I think tonight I will not be able to learn it all that fast

limber mesa
plush yew
#

am I allowed to send discord invites anywhere?

next badger
limber mesa
#

Where do I put that at Mak?

exotic cave
#

wildly throws a random menuing tutorial for UE at @limber mesa

next badger
#

after level is load Fluster

limber mesa
#

Watched that one

exotic cave
#

And your Blueprints etc. look exactly like theirs?

limber mesa
#

Not under the play button code?

#

Cali, I watched that and a different one

next badger
#

yeap, after the open map action node

#

*level

limber mesa
next badger
limber mesa
#

Oh

#

Canโ€™t get self

#

Nvm

#

Doesnโ€™t work

next badger
#

lightscreen

limber mesa
#

Ok Iโ€™ll retake

next badger
#

i wish it could make videos like gyazo ;_;

limber mesa
#

this is hooked up to the play button

next badger
#

so, it does not removing the widget?

limber mesa
#

nope

#

do what ?

plush yew
#

lmaooo my computer can barrely handle me opening the marketplace

next badger
#

i think you should ask #umg

plush yew
#

oh wait