#ue4-general

1 messages Β· Page 689 of 1

plush yew
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I think that smth is wrong

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marketplace wont open

limber mesa
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thanks Mak

plush yew
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any ideas?

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lmao

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thx

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I'll get right on that

next badger
exotic cave
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@plush yew : I think "get a job" is maybe hard for some of UE's younger users particularly in the middle of the worst economic crash in decades πŸ˜„

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But, UE does require a reasonably good PC

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i7/1070 for real commercial development in my eyes, or better

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Would be nice to see some UE projects meant for ~~potato level users ~~ newer/younger users who can't afford uber machine through no fault of their own

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(...I say, as I create yet another gorgeous hog that may not run on anything below a 1080)

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But, I really believe game development should be open to all

next badger
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how "potato pc" turned in to "potato level users"?

exotic cave
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I feel like I ought to /nick myself to Potato now to show no harm was meant πŸ˜„

next badger
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if you have a mashed potato brains, nothing would help much...except if you have a "dad who works at Nintendo"

exotic cave
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Anyone know how to do a Transform Selection on a set of keyframes without reinterpolating all the movements for the new time scale?

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So, I was able to answer my own question by changing all the keyframes from Cubic (Auto) to something else and then back to Cubic (Auto)

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Apparently it will reinterpolate them correctly at the new time scale, but not when it first scales them

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Would be a nice QoL fix one day to make it automatic πŸ˜„

ancient lotus
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dumb problem, im sending a line trace at an actor to try and hit the skeletal mesh, however eventhough the collision for the actors capsule is set to ignore traces the line trace still gets blocked by the capsule component before it can hit the skeletal mesh

thin tendon
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Is there a way I can spawn an actor inside a sublevel?

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instead of the main persistent

dusty kernel
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Hi everyone!

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but im using topdown template , so in the last step i don't know where to connect the update animation node

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i'm new to this so, sry if it is a dumb question hehe

dim knot
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Hi πŸ˜„ new here.. need to know something... This is my PC: Ryzen 3600 no OC, RTX 2070S, 16GB Ram. Do you think I can do good projects with this machine? Gonna go for architect projects...

dense gate
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I've seen people (including me) developing on machines that are far worse than that

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You'll be perfectly fine

dusty kernel
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Any clues on my question? >-<

dim knot
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@dense gate thanks for the answer πŸ˜„ time to work then.

dusty kernel
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Found how to fix my problem, just needed to recreate this inside my eventgraph on my character, and then put the update animation node there πŸ™‚ -->

grim shale
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Hi, How can i check if an object has overlapped with a certain object, So not any object with in the level but a player for example, I wanna check to see if that object has overlapped with a player.

flat idol
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Add a sphere collision to the actor wants to overlap with something else. Eg a bomb want to overlap with you walking into. Right click on the sphere and select on component begin overlap, it will create an begin overlap event. Pull a blue colored wire from other actor and Cast the other actor from the begin overlap event's other actor pin to Character. Or ThirdPersonCharacter, which is also a Character but it's a derived class.

half turtle
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question, coz i am not sure what is the behavior of UE, when casting to a class, would this affect any future instance of something created? and would this persist between level changes?

normal burrow
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casting does nothing

half turtle
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i mean after i set a variable from casting

normal burrow
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it is a utility only to view something as a different representation

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its always whatever it is

flat idol
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he means spell casting i think

normal burrow
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hm idk how to answer that one then.

flat idol
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yes it has depth. but i could be wrong in which case sorry to interrupt

half turtle
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ack nvm that question, let me change the question

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i have a blank level with the default game controller class, and stuff, its just for the main menu of my game, my game has its own game mode.

after i press new game, the game switches level to one that has my custom game mode as an override

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how can i change variables and values for my custom game mode, from the main menu so that they will apply to the level once it loads?

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because as i understand, until the level loads, my game mode doesnt exist.

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so i have nothing to reference

flat idol
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gameinstance does exists its peristent

half turtle
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can i add variables to game instance? i am sorry if the questions sound dumb, i been learning unreal recently so ia m not certain of a lot of the ins and outs...

i mean this, because as my game is currently, the game mode controls a lot of things via components, like how many ships to spawn, where to spawn, when to respawn

copper wadi
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Anyone ever run into an issue where your Inputs in Project Settings don't update? Like if I switch a key from A to D, it's saved in the DefaultInput.ini correctly, but A still works?

grim shale
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@flat idol Thx.

flat idol
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FangJi, can you try adding a variable to game instance and debug print it after level load to check if it's still there and set?

half turtle
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ah yes this should work

flat idol
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Hades, its not ideal but works for prototyping things. later you want to setup custom colision channels for your player pawn and filter overlaps that way. It's more efficient and prefered for many reasons.

half turtle
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thanks this works perfectly! this should solve my issues

flat idol
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anything possible yes good luck with that

plush yew
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Hi, anyone can tell me how can I stop sliders from using this long decimal numbers and instead they all snap to integers? thanks

fallen marten
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@plush yew seriously? Well you would have to dig into the engine source code and change them there

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Or just type a whole number in lol

gilded plinth
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can't find the code in the knowledge base

lime linden
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I'd like some suggestions. I'm having a dark shadow issue on my model and would like to troubleshoot how to improve them. I did a reskin mod for Ark, using the Dev Kit (UE4, version 4.2-ish.) I know doing the specular map right is a big part of how lighting affects the character. I am wondering if anything else might be going on though. I adjusted the parameters and thought I got a better result, since it looked far better in the kit, but after the mod cooked the terrible shadows and glazed eyes were still an issue. I don't have access to the programmer's file so maybe my improvements just weren't saved, and the maps were all that made it through the patch. That's all that seems to have updated. Until we get our SVN working so I can check, I just wanted to ask any trained eyes that might be in here what they think is going on. I hope it's not spammy to share two vids here, but they're just previews of the model; one before I fixed some issues (the colorize map had artifacts I fixed with a new map, so the shadows is all that really matter at this point) and the second video is after I played a bunch with parameters and did the specular map the right way. You can see, lighting on the original Ark model is better for visibility, though might be a tad too unrealistic for my taste - I like how my improved version looks in the kit, but it still looks just as bad as before in-game. In case the new parameters did in fact carry through the cook, what else could cause those dark shadows in game, but not the kit? Sorry to be wordy, I just want to explain my situation clearly lol.
video with original issues:
https://www.youtube.com/watch?v=0s5Xi2OVi6M
showcase after I believed I fixed the issues:
https://www.youtube.com/watch?v=-b3DROMU2Io

plush yew
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@fallen marten Thank πŸ˜„

abstract relic
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First thing to check is it’s lightmap resolution

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And AO

lime linden
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Yeah, playing with the AO definitely improved it to my eyes in the second vid. Guess I'll mess with params while I wait for the SVN

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Then I will know for sure if it's still dark because somehow we're still using old material settings

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perhaps I'll share my settings later, in case anyone is feeling like giving a critique

dark briar
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hey guys im super new to unreal, how do i become the character from an asset i just bought? ex: franks rpg sword

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when i hit play, it spawns the basic third person mannequin

abstract relic
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Project settings >>> maps and mode >>> set your default pawn

dark briar
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thank you!

placid arrow
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what does this mean ??
@blissful trail you probably dereferenced a null pointer in an object constructor of a uobject in the C++ portion of your project.

half turtle
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Hi, why the Add component node cannot be used inside another component node?

wary birch
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Are blueprint compiled to C++ before being compiled to machine code?

glacial pecan
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@wary birch only if you choose the nativize option, I think

honest vale
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yup, otherwise they run in some sort of a virtual machine I think

wary birch
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Okay thanks!

half turtle
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whoever suggested to use the game instance for the variable stuff, i ❀️ you

vast fossil
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hello quick question. How can I make an object destroy when another specific object hit it instead of all other objects ?

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ok I got it. in "on component hit" You have to cast to desirededobject and pin the "other actor" into hit, then use destroy actor.

tacit onyx
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@vast fossil If you want to see if it's another "specific actor", it needs to be used with a reference to the specific actor and an == node. Casting to a class will just be sure that actor can be cast to that class type.

exotic cave
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Morning all! Who wants to make something Unreal today? πŸ˜„

fallen marten
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I've been making something unreal for the last 4yrs and still no end in sight πŸ™ƒ

exotic cave
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That's how you know you're in game development πŸ˜„

fallen marten
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I'd love a finish line soon man

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Or even a decent team to join

exotic cave
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Wouldn't we all?

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One of my classmates sold a $375 million company at the age of 32 or so

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Meanwhile, here I am wondering if my grass needs yet another revision before I can hope to get a viable four-figure Marketplace product πŸ˜„

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But, it's just the nature of the work

fallen marten
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What, like $20.00 lol... πŸ˜‚

exotic cave
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That's one of the price points I'm considering, yes πŸ˜„

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But I get to make games all day

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That's the reward

fallen marten
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My product I posted for 20, and after a week dropped to 5 and left it

exotic cave
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Yup, that's the fate of lots of small kits πŸ™‚

fallen marten
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Made a few hundred from it at least before it died off

exotic cave
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Bar is high πŸ˜„

fallen marten
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Yeah it is, but them again the market is flooded with similar products now so price will never stay high for anything unless it can make a whole game visually

exotic cave
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Me: "Wow! Unreal is letting me do some of the best work of my life and I will not fail!"

fallen marten
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Code stuff is always bound to be cheap

exotic cave
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Also me, 5min later: "Oops, Unreal is also letting a lot of other amazing people do the best work of their lives, and some of it is better than mine. πŸ˜„ "

fallen marten
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Lol yep

exotic cave
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"I'm doomed!"

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But, it's good for gamers and consumers πŸ™‚

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What we used to call "quality problems"

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What was your plugin?

fallen marten
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The only problem I have now is trying to find a team to join

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Mine is just a few taunt animations

exotic cave
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Ooo, character animator?

fallen marten
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My best one was too umm.. offensive to be sellable lol

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Amongst other things

exotic cave
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πŸ˜„

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That's how you know it's good!

fallen marten
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I can do everything, animate, code, skin and rig

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Bit of modelling

exotic cave
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Everything everything? Or just character animation everything?

fallen marten
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I'll have a go at anything

exotic cave
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I'd love to get into making a real character creator one day, though I think that's a multi-year project for a small team.

fallen marten
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It ain't rocket science lol

exotic cave
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But, we're all going to need it, especially with Adobe cancelling Fuse this fall.

fallen marten
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I don't use it really

exotic cave
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I just think the space needs character creation options

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It's the only thing I think the industry is lagging behind on as of 2020

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I can sculpt and paint a large, beautiful, near-photorealistic environment map in under a day in UE, thanks to the innovations represented by automatic landscapes. I can do a building in a few days at most, because lots of 3d tools have really good modular and procedural generation options now.

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But characters, still weeks at a time.

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This in a world where the better AAA teams have had character creators that you can make nearly anything in, for years, on titles like Tekken or Soul Calibur or some of the major nine-figure RPG's

fallen marten
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Yeah having a good creator would be handy

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One that does morphs and clothes too

exotic cave
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I know the product I want to see in my head, but it would probably take a million dollars to make it, in the traditional sense πŸ˜„

fallen marten
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The amount of work that it would take to make, and the amount of meshes it would need would be mind blowing

exotic cave
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But, hey, Epic's on a tear buying up amazing companies lately, maybe there's a character creator team out there that just needs a little boost

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I know.

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But it's not impossible.

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People over at Namco are apparently doing it all the time πŸ˜„

fallen marten
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Make human is a good free program. There's a growing number of things available for it like clothes etc

lethal spoke
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Hey bois, so my PC ain't powerful enough for UE4 editor but I got a good enough internet connection.
I guess y'all heard about Stadia and GeForce Now.
Is there any alternative to them which would allow me to stream UE4 on a tanky server? (And no I'm not mentioning the automatic test apps)

exotic cave
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Sure!

fallen marten
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And you can add your own

exotic cave
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@lethal spoke : 😬

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I don't have a good recommendation on a way to do, like, streaming of UE as if it were a gaming title

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It's an interesting concept, but I know zero good ways to develop in UE in 2020 without at least a mid-end PC. Maybe others might.

fallen marten
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My laptop can run it ok, and it was cheap. It does the job while I'm at work on my smoko breaks, and it's a dual core with 8gigs ram and an r5 graphics. $600 - you could buy enough parts to build a decent desktop for that

exotic cave
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Yeah I could recommend $500-$600ish desktops that can do a decent job on UE as well

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But it's about the limit.

fallen marten
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My desktop is way better btw lol

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If you wanna play with the big toys, you have to spend a little cash

exotic cave
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Lotta folks in here lately evaluating UE and finding it too beast for their machines, maybe Epic needs to buy a PC manufacturer and release, like, a line of UE boxes πŸ˜„

exotic cave
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I'd sure be interested myself

oblique tangle
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Anyone know how I can make my player's rotation smoother?

fallen marten
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Lerp

exotic cave
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@oblique tangle : Use curves πŸ˜„

fallen marten
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Or a timeline

honest vale
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if you're using character there should be a turn rate setting

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lower it to make it look smoother

half turtle
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i have a ryzen 1800x, RTX2070, 32gb ram and 4x ssd raid 0, and UE can still kill my rig when doing shaders or some test case scenarios (god forbid i set an extra 0 on a point light)

exotic cave
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I have an i9/2080/SSD myself and I can still choke UE if I try really hard. In fact, even my godrig chokes on some of the 5-10GB Marketplace packs and even Epic's own stuff. 😬

half turtle
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been thinking of switching to a threadripper, and goign nuts iwth ram, NVMe and GPUs coz bandwidth seems to be in dire need

exotic cave
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It's part of why my packs are going to be planned to come in under 1GB apiece.

half turtle
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i mean... open an Ark survival map and cook... wait a week

exotic cave
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My current project isn't quite up there with the super-photoreal stuff, but it also opens and builds probably 100% faster or better, I can build a decent mid-size map in about 2-3 minutes at most with these resources πŸ˜„

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I feel there's a 1080p/2K resources sweet spot I'm doing okay at hitting, that will represent a reasonable mid end and be universally fast enough for the current and next generation of PC's and consoles

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Not looking forward to my stress test on my old i5/720 though!

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I'm pretty sure I'm about to shed tears and quietly move my minimum recommended specs to i7/1000 series

oblique tangle
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@honest vale Adjusted the rotation rate, didn't really seem to do anything

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Do I have to use lerps to get around this issue?

tacit onyx
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It all depends on how your rotation coding is set up.

brave gate
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been thinking of switching to a threadripper, and goign nuts iwth ram, NVMe and GPUs coz bandwidth seems to be in dire need
@half turtle and imagine new consoles beating any NVMe on today's market :D
although you can save some money on buying regular Ryzen instead of Threadripper and its expensive mobos - unless you need more than 128 GB of RAM πŸ˜›

exotic cave
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vents coolant at the thought of 100GB+ RAM sizes

exotic cave
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SSD has actually made the most difference in my life though.

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I don't think I'll ever go back to non-SSD again

brave gate
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I'm even gonna replace server's HDD with NVMe, relatively cheap nowadays
one 1TB NMVe to serve all server needs πŸ˜„

exotic cave
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The Tekken 7 levels that take 15-30 seconds to load even on my friend's Xbox One are nearly instantaneous on my machine

brave gate
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most difference? what it's more important in modern life now? SSD or toilet paper? πŸ˜›

exotic cave
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Don't force me to choose πŸ˜„

oblique tangle
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ahh there we go

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doesn't look as smooth as i want as a gif

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but it feels better ig

half turtle
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threadripper advantage , the biggest one is not the RAM limit

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the biggest advantage of threadripper is the PCIe Lanes

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and the PCIe4, so basically bandwidth, LOTS of it, so you can setup raids wtih NVMe, multiple GPUs working in concert, without killing your Mobo chipset and bottlenecking everything

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great for compiling and cooking

brave gate
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what the numbers? I mean, I know 3rd gen Ryzen crashes 2nd gen Threadripper - thanks to PCI 4 and cache

half turtle
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if i remember right, the 3990x has 128PCIe4 lanes...

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or close to that... compared to the 30 something of a ryzen

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letm e dig the specific stats really fast

brave gate
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yeah, so if you want to utilize that properly, you probably need the fastest NVMe you can get πŸ˜„

fallen marten
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It's official - you guys are in a whole nother geek level than me

half turtle
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not the fastest, just multiple in a raid

brave gate
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128 threads CPU has bottleneck on NVMe πŸ˜›

half turtle
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okay, the threadripper 3990x has 128 threads as most people know, and 72 PCIe4 Lanes.
the ryzen 3950X 32 threads, and just 20PCIe4 lanes

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so that is 3.5 times more bandwidth

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the specification also gives threadripper platforms full PCIe lane splitting so you can get a card and stick 4 NVMe in a 16x slot, on 2 of the slots, for 8times the bandwidth and data throughput without counting the onboard NVMe slots (which most motherboards come with 4 already)

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the CPU has the threads to process and move terabytes of data in seconds and just feed your GPUs until they explode, get 2 of the most powerful GPU you can and fit them in theo ther 2 pcie slots

brave gate
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and this still gonna be cheaper than Mac Pro πŸ˜„

half turtle
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actually yeah lol or about hte asme price for about 16 times hte perf

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i got one ready for my christmass cart and is about 6grand

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cpu, mobo, ram, and 2 super 2080

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what i wonder tho, is, if the upcoming unreal engine updates will increase functionality for more multithreading, ... rather when we will get this, as 16 threads are becoming common even on consoles any game that doesnt use the full power of both the cpu and gpu seems like a waste

lucid venture
limber mesa
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Can anyone help me with a problem that I’m having with a widget

brave gate
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what i wonder tho, is, if the upcoming unreal engine updates will increase functionality for more multithreading, ... rather when we will get this, as 16 threads are becoming common even on consoles any game that doesnt use the full power of both the cpu and gpu seems like a waste
@half turtle AFAIK much of asset loading is moved from game thread to async loading threads
Chaos make use of many threads, if configured that way
what's possible to distributed between threads, but that's always difficult thing with games (in the end everything need to be synced before proceeding to the next frame)

half turtle
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i am not skilled enough to understand some of the nuances of programming stuff, but one thing i never understood with multithreaded games is, why dont just let the actors and similar do their own thing each with their own thread and just use a core to transfer information when requested between threads , i understand that execution order is important, but as long as the actors are self consistent...

frank escarp
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@half turtle you can do that in unreal

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you can set the Tick() of an actor to be able to run on multiple threads

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but

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if you do that

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any modification to the actor or specially the scene components will explode

half turtle
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at least the game i am making, with spaceships... mentally i am making it work like that, everything is self contained and doesnt care much about the state of other things, unless and unless explicitely and forcibly required (say.. each ship has its own AI module that trackas things by itself, and if a target dies, its teh agresor that notices the target is missing, then is the agresor that self updates, instead of waiting for everything to inform everyone that some actor died

frank escarp
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you cant:
spawn anything
trace anything
move anything
do any physics
change materials

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essentially, if you use multithreaded tick, you cant do anything other than modifying your local actor variables

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if you try to hack an ecs model like i did, you can definitely make a lot of stuff multithreaded, but because its "outside" of unreal engine

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i tried to make multithreaded tick work on an experiment, but it was pointless

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basically anything important you need to access engine, and that needs to be singlethreaded, so it bottlenecks quite hard

half turtle
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precisely my point...

frank escarp
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hell, even on that fun ECS space battle, it was crazy bottlenecked by the engine

half turtle
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(lets not forget tho, that i am a retard programming when i am just teaching high school students AP CS mostly in java)

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but as i see it, the way the tick has to sequence through every single thing seems... wasteful

frank escarp
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the trick is that you can use "manager" type actors

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that handle a bunch of objects at once

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the most obvious one is some sort of projectile manager

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so instead of having each projectile actor doing Tick

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you have a projectile manager that updates all projectiles in the map at once

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and does pooling or other stuff

half turtle
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that... sounds ideal for my game... tho i dont think i know enough to do that

honest vale
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watch the sea of thieves video

frank escarp
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subsystems make it trivial today, they are almost tailor made for that sort of thing

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and yeah sea of thieves video explains it

half turtle
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right now my game creates a bunch of stars with their own spawners, each star creates their own planetary system and each planet might or might not have its own spawner for bandits

honest vale
half turtle
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while also each planet and star have their own (self made) gravity component

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start a small level, it generates about 420 actors... but each actor has gravity bubbles checking for overlapping things to apply force, plus lightpoints from each star... (gigantic radiuses) and on my mind this should be piece of cake for teh CPU

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but i can already see my frames dropping

frank escarp
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hell nah man, thats a N^2 algo

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turns out thats basically the same im doing on that spaceship thingy

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the article i posted has a link to github

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the approach shown in that project is almost exactly the same you need

half turtle
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yeah i can see it

frank escarp
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i had spaceships searching nearby spaceships to avoid them

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and missiles searching nearby enemy spaceships to pursue them

half turtle
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man you did exactly what i am trying to do...tho i am working entirely with blueprints only

frank escarp
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lmao fucking rip

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what you are trying to do cant be done on BPs

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too slow for that

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BPs are disastrously bad on big loops of math code

half turtle
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i don't have enough C skills, i mean i have the basic knowledge and the idea of how to... but not enough experience and i would probably waste hundreds of hours if i do it by hand

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my plan so far is to release at some point my game, and if i get a few bucks out of it.. get help from someone to make it ... efficient

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for now what i will do is to try sectorize my game into small chunks with about 400 actors going around and just put to sleep sectors that are not in use

frank escarp
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just to give you an idea

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Tick alone

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unconnected to anything

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on BPs

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will already waste 1 ms for each 100 actors on consoles

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so just the tick, with doing nothing, will already waste 4 miliseconds, which is 1/4th of your entire frame, on console

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bit worse on mobile

half turtle
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wut?

frank escarp
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BP Tick is outrageously slow

half turtle
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i though the engine would just delete tick nodes that have nothing connected

frank escarp
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nope

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if the tick node exists, it gets called, even if connected to anything

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btw, the semi-transparent tick nodes arent activated

half turtle
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i have a bunch of unconnected ticks tho from childs and parent classes ... dirty edits

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if you dont mind, can i add you so i can ask for advice later ? i already spent the entire morning today working on my game so i am on relaxing mode, but i could really use counsel from a pro with my project

frank escarp
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ask on the public channels, i dont like answering anything in PMs

half turtle
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oh okay

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fair enough haha

honest vale
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@frank escarp regarding subsystems, do you happen to know what's the correct way to hook them up for ticking? Do you just get CoreTicker and add a Ticker to that in the subsystem initialization function?

frank escarp
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yeah pretty much

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just hook a ticker in a world-subsystem

honest vale
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when do those ticks run? I mean, actors and components have tick groups and what not and the FTicker doesn't seem to provide anything relating to that. Though I don't know how tick groups work in general either

civic crown
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Is there a way to prevent a camera component from moving on a specific axis? (Similar to how you can lock components with physics from moving/rotating on specific axis')

winged notch
frank escarp
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@honest vale just check how actor component and actor ticking works, and copy that

brave gate
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I simply extend my classs with FTickableGameObject πŸ™‚

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but didn't need tick groups there, didn't use

winged notch
plush yew
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As he take the stuff

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it appear in the left side

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  • thing
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How dose he make it to be one after another and not all of them coming in the same place?

dark briar
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I imported franks rpg sword pack, how do i test it out?

plush yew
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@dark briar You can see it in the folders on the left side below

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just search for its name

dark briar
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I see it, when i drag it in and hit play it starts me as a default third person mannequin

#

I just started using unreal engine last night so I'm super new

#

Hahaha

plush yew
#

welcome mate

#

And hello to youtube and google world ❀️

brave gate
exotic cave
#

@half turtle : Concurrent processing is not trivial.

#

Yes, multicore stuff can really improve a lot, but there's a reason lots of things are not easy to multithread too.

frank escarp
#

its mostly an architectural issue. Some architectures are far easier to parallelize than others

#

for example ECS is about as trivial as it gets to multithread

exotic cave
#

One of the better Stanford programmers I ever knew in my class warned me that parallelization is not to be taken lightly

frank escarp
#

but ue4 actor model is the exact opposite

exotic cave
#

Just like he advised me shaders were not to be

#

And he was right about both things

frank escarp
#

@exotic cave mesh shaders will be on both consoles

exotic cave
#

If you're wondering why everything isn't just multithreaded, that's why anyway πŸ˜„

frank escarp
#

i expect them to be the default of rendering

dark briar
#

@plush yew hahaha thanks, yeah it says root motion doesnt work when i load the maps so i dragged in the mannequin but still spawns me as another. ill do the virtus learning first haha

exotic cave
#

It has to do with the deadlock problem revolving around asychnronous threads trying to access the same data, among other things

#

Imagine lots of people around a single water cooler, and you get a sense of the problem (except that people don't usually put water back in a water cooler so it's really even worse)

frank escarp
#

a good architecture makes sure that your threads just dont need to access the same data

#

task based is fairly OP for that

#

i have a significantly multithreaded game engine with a bunch of features with only like 3 mutexes total

exotic cave
#

How was your performance speedup from multithread?

frank escarp
#

about 90% scalability

exotic cave
#

...?

#

What multiple of speed roughly

frank escarp
#

scales to x6 speed on 8 cores

exotic cave
#

Oh wow

#

So most definitely worth it and more

frank escarp
#

data oriented techniques make it trivial

#

try to OOP anything and say goodbye to multithreading

exotic cave
#

Huh, interesting

#

That makes me sad, I'm an OOP guy at heart in written code πŸ˜„

#

But, I will adapt

frank escarp
#

oop is essentially impossible to multithread

#

unless that oop is "actor model", like on erlang

#

but java, cpp, c# oop isnt that

#

that sort of OOP cant be multithreaded at all

#

by design

exotic cave
#

I'm kinda glad to be coming back to C++

#

There is nothing better. C# is very good but I find it limiting at the highest levels

frank escarp
#

to multithread, you need to knwo your data dependencies. If you have a virtual, that goes out of the window

exotic cave
#

No multiple inheritance just ends up wrecking me. I like very modular code.

frank escarp
dark briar
#

heyguys what tutorial would you recommend to someone new to unreal, ive been coding for years but never really used a game engine. tried unity for a month but after opening unreal i wanna stick with unreal

frank escarp
#

there is a cpp unreal course in udemy that its really good

#

essentially they only good unreal udemy course XD

exotic cave
#

@dark briar : I am a Unity refugee, you won't regret UE

dark briar
#

that would be great, i did a lot of java, javascriot with angular, typescript, and salesforce so that would be a good start!

honest vale
#

man the actor component tick registration jumps through a ton of hoops

dark briar
#

so much to learn and im so motivated to make a gam

honest vale
#

the rabbit hole just keep on going on and on and on

exotic cave
honest vale
#

then finally after many many function calls you get to

ULevel* ComponentLevel = (MyOwner ? MyOwner->GetLevel() : GetWorld()->PersistentLevel);
            TickFunction->SetTickFunctionEnable(TickFunction->bStartWithTickEnabled || TickFunction->IsTickFunctionEnabled());
            TickFunction->RegisterTickFunction(ComponentLevel);
limber mesa
#

Hey @honest vale could you help me out with an issue that I’m having

honest vale
#

no, sorry πŸ˜„

limber mesa
#

It was a menu widget

#

Idk if you have experience about that, but trying to find anyone who can help

dark briar
#

@exotic cave does the unreal site give a roadmap of classes to follow?

#

a specific order of classes

exotic cave
#

@dark briar : It's more that there are paths you can choose to specialize in and master

#

UE is quite big. It's useful to master it by sections.

#

However, don't neglect the YouTube learning as well, much of which is even more accessible than Epic's formal stuff

#

Stuff like this is great, and will give you an intuitive understanding that the detail-focused stuff may not πŸ™‚

#

That speeds up a good hour or two of top-level stage design into a 15 minute video you can just scan over, watching the different processes as that there lighthouse scene literally is built nearly from scratch.

#

One traditional start to UE is to examine some of the various templates that are provided (rolling ball, first person shooter, third person platformer, or what-have-you) and then try to build a working stage for that template πŸ™‚

green sky
#

is ue 4.25 crashing like 4.24.3 does, i mean is is it working better? Can someone please answer thank you

exotic cave
#

feels soooo lucky to have started on 4.23 which has been surprisingly stable

green sky
#

I know 4.23 was better but due to animation modifiers and a few 4.24 features made me switch 😦

abstract relic
#

.25 is still in preview

exotic cave
#

just tried building lighting in High quality mode for the first time

#

I was not expecting it to get significantly better

#

I was WRONG

green sky
#

yeah i see its on preview 4, but i wanted to know if anyone thats using it if it crashes alot or not

limber mesa
#

Can anyone help me out with a widget. I asked a bunch of people and they can’t seem to figure it out

green sky
#

Right now 4.24.3 crashe's when ever it feels like, even while not doing anything. It's quite frustrating & i definitely know is a bug

#

It sometimes feel's as if Tim sweeny is some how trolling me, by pressing a magical crash button lol

abstract relic
#

Again. Preview. It’s not meant for production.

exotic cave
#

clutches to 4.23 tightly

#

I cannot believe how good the shadow rendering is in UE

green sky
#

I know. i wish i could go back to 4.23 but that wont be possible at this point 😦

#

@limber mesa What do you need help with?

limber mesa
#

I made a menu widget and when I hit new game the level pops in for a second then the menu takes over again

green sky
#

make sure that your removing the menu widget after the level loads

limber mesa
#

I’ll show you what I did

#

This is the code connected to the start button

green sky
#

i cant make out the nodes the contrast is to high on that image

limber mesa
#

Ok one sec

exotic cave
#

Use the snipping tool, @limber mesa

green sky
#

exactly

limber mesa
#

Ik

abstract relic
#

Or Windows key + shift-S

green sky
#

try adding a short delay before removing from parent

limber mesa
#

Ok

#

Still nothing

exotic cave
green sky
#

try adding a set input mode game and ui node and disconnect remove from parent node

limber mesa
#

Game only or ui only

rough hound
#

How do you get lighting like that

green sky
#

both

exotic cave
#

@rough hound : You mean the screenshot I posted?

rough hound
#

Yeah

exotic cave
#

Combination of lots of things πŸ˜„

limber mesa
#

Like this

exotic cave
#

Postprocessing settings, lots of materials work, lots of subscattering in the materials, and turning on an advanced feature for the sun godrays

rough hound
#

I really need to find myself a pack of trees and other foliage.

green sky
#

did it work?

limber mesa
#

No

exotic cave
#

Mine ought to be submitted very soon! πŸ˜„ That's a screenshot from a pack

rough hound
green sky
#

ok when you say the menu takes over, what exactly is it taking over?

exotic cave
#

But, thanks for the interest! I'll be working up the manual and the branding for this, which will include learning resources on how to do the kind of lighting I did. πŸ™‚

limber mesa
#

The title widget

rough hound
#

Good Lighting makes me weak.

exotic cave
#

Me too man, me too πŸ™‚

limber mesa
#

this is what i have set

green sky
#

so the title menu covers the main menu?

limber mesa
#

Both the same thing

green sky
#

those setting you dont need to touch there just there from initialization of the project in pie

limber mesa
#

Ok

green sky
#

so you have no control of the level after it loads and you cant close the menu you mean

limber mesa
#

Here is everything that I have so far

#

Yea

green sky
#

OK where are you calling the level from? Like what blueprint?

limber mesa
#

This is where

#

In there is this

green sky
#

OK if im not mistaken try calling that logic from either your character controller or gamemode or game instance not from level blueprint

limber mesa
#

The logic that I showed you @green sky

#

Yes pon

green sky
#

Yes take it out from your level blueprint and maybe call it from character controller or gamemode or game instance

#

Also before anything

#

That level that loads do you by any chance have that logic in there too?

limber mesa
#

Character controller?

green sky
#

Before you do anything else check if you have that code in the level that your loading also

limber mesa
#

I’m looking

#

I have it in my starting level too

#

The blueprint

#

It seems like they are both being affected

green sky
#

But its not like hooked up to beginplay or anything like that right?
Because it seems like its triggering twice

limber mesa
#

How do I check

green sky
#

normally i that type of logic would be best called from your character controller

limber mesa
#

In the character code?

honest vale
#

....

limber mesa
#

Idk I just started making a menu yesterday

honest vale
#

ffs

green sky
#

Try creating a controller and assigning to the gamemode the controller you create, open that controller up and add the code in there and give it a try

limber mesa
#

No I don’t @plush yew, only on the main menu

#

Your right I am doing it

#

Because I can’t move the character until I hit play

#

So how do I fix that

#

Delete the starting level blueprint?

green sky
#

Dont call it from the level blueprint

limber mesa
#

Where from then

green sky
#

or make a level that only loads that menu and use it as a portal to what ever you want to do

limber mesa
#

That’s what I’m doing right?

green sky
#

if the menu is overlapping or blocking check your widget to see that your not calling the title menu from within there, if so disconnect it

limber mesa
#

I’m calling the starting level

#

From my widget

green sky
#

yes your calling the starting level and from what i understand from that levels blueprint your calling the widget

limber mesa
#

Ok. I deleted the code in the blueprint

#

Here is what happens

green sky
#

exactly

limber mesa
#

The main menu loads up

green sky
#

ok

limber mesa
#

After it loads up

green sky
#

Good Eye Ponkikis

limber mesa
#

Nothing happens

#

Can’t move anything

#

Then after I hit play, I can but the menu is still there. So that tells me that the menu is being opened twice and not being closed

green sky
#

did you setup the game mode to that level?

limber mesa
#

When the player hits the new game button

#

Here was what I’m saying

green sky
#

@limber mesa did you setup the game mode to that level?

limber mesa
#

Yes

#

To the starting level

green sky
#

How about the new level

limber mesa
#

?

#

I have two levels. One is the main menu. I set the main menu to be the first one to pop up

green sky
#

So your not going from that level to another?

limber mesa
#

I was following this guys tutorial

#

I’ll link it

#

I followed this exact tutorial

obsidian kettle
#

may i ask an easy question xd
i messed up with my thirdpersoncharacter. Is there an easy way to get the default character again? or do i need to create an empty blueprint and create the default BP new ?

limber mesa
#

You deleted the character?

obsidian kettle
#

i tried my best to delete it xD
So, i hope yes.

#

i messed up in the blueprint and wanted to restart fresh

limber mesa
#

Do you see what he did @green sky

green sky
#

@limber mesa Wow im pretty much stumped and im not at my machine at the moment, what i would recommend there are main menus in the marketplace that are free and you could just use it as a template, I think it's best way to go

limber mesa
#

Really there are?

green sky
#

BTW i couldnt see the video as my internet is crap and im on my phone but i will check it out when i get home

#

gimme a sec

limber mesa
#

Ok take your time, I really appreciate the help

#

The menus are not free

green sky
#

UI Navigation , Auto Settings, These are a few i can remember you can also search for UI or widget in the marketplace

limber mesa
#

Can’t find anything, could you link it

green sky
#

Thats what i could find dude , wish i could be more help

limber mesa
#

Your already helping

#

So the first one is all set

green sky
#

Ok bro, well i have to head back to work so ill be on and off, ok i sent you a friend request ok, Good Luck

limber mesa
#

Thx

green sky
#

No prob:)

obsidian kettle
#

... :3

patent dawn
#

anyone know about running EQS from inside a Blueprint (Behaviour Tree Task). It seems to always fail but same query is okay when run from the Behaviour Tree:

uncut widget
#

Hello πŸ˜„

wispy spruce
#

anyone good with hair in unreal engine?

fierce tulip
oblique tangle
#

Just curious, when releasing and packaging a ue4 proj as a .exe, do you have to remove any files/assets that aren't being utilized in game? does that matter or nah

fierce tulip
#

there are some options when cooking the build that will remove any unused content to a certain degree

worthy inlet
#

woah, Epic starting a publishing label definitely felt like the next step, but it's cool to see it happening.

#

Those publishing terms are also chef's kiss

copper wadi
#

Anyone ever have an issue with their Project Settings Inputs no longer updating? For instance, I have an Action Mapping to A but if I switch it to B and play the game. A still does the action and B does nothing? Also the keys look correct in DefaultInput.ini

plush yew
#

hmm I think that should only happen if you try to change them during play mode, maybe your VCS is acting up?

copper wadi
#

I'm using Perforce, I'm thinking that might have something to do with it but the ini file is not marked read-only and it actually does edit the file

fallen wing
#

please help me πŸ™‚ whenever i import an animation into unreal engine i ALWAYS get these errors. it's really annoying me because I've spent so much time animating.

#

oh i'm really sorry i didn't realize you were talking i was above in chat

#

please tag me if you reply

copper wadi
#

And in the top of the settings it says These settings are saved in DefaultInput.ini, which is currently checked out

#

By me of course since there's just me

#

Even if I turn source control off, it doesn't update.

fierce tulip
#

@copper wadi perhaps the file got set to read-only

copper wadi
#

@fierce tulip I checked that and it is not set to read-only and when I open up the file I can see the key change in the mapping.

fierce tulip
#

O_o

copper wadi
#

I think it does have something to do with VSC though

radiant haven
#

Action Mapping as a Condition

winged crypt
#

Been stuck on this for weeks, anyone have any ideas?

  • Skylights in packaged builds are very dark, work fine in PIE. Tried both stationary and movable.
  • Default level loads with correct lighting, any level loaded after that (even if its the same one) will be dark like this.
  • Checked reflections, they seem fine, so it must be a lighting issue.
  • This started in 4.23, it fixed itself when I upgraded the project to 4.24, then started happening again.
lethal spoke
#

UE5 when

plush yew
#

hey guys where do you usually implement your controls? I've seen people put them in characterBP and others put them in the controllerBP... Idk which way is more "optimized" as you would need to cast more if you put them inside the controllerBP.

winged crypt
#

You can cast to the controller once on BeginPlay, set it as a variable and reference it whenever you need without casting again. I usually put them in the character blueprint, but it's probably better to put them in the controller

plush yew
#

@winged crypt yeah that's what i did

grim ore
#

@lethal spoke UE5 will be released within the next 10 years, I guarantee it

lethal spoke
#

@grim ore oh nice

dusty kernel
#

Hi! I'm trying to make a paper character controlled by mouseclick, already managed to make the idle animation and the walkforward animation, but i have no clue on how to proceed to make the walkin back animation and the walking left and right animations. If someone could help me i would really apreciate πŸ™‚

ornate vessel
#

does anyone has the program to open .lwo files??

fierce tulip
#

lightwave objects

dusty kernel
plush yew
#

are blueprints really easier to learn and work with than c# ?

grim ore
#

yes and no

#

"easier" is subjective and based on the person

plush yew
#

based on?

grim ore
#

based on the person. skill, knowledge, intelligence, artisticness, etc.

plush yew
#

i dont think artistic people like blueprints more.

grim ore
#

Blueprints are just pretty interfaces for actual factual code

plush yew
#

i think a real programming is much better

grim ore
#

artists might have better spatial reasoning which lets them "see" the code when using blueprints easier than other people.

#

again it's all subjective on if it's easier

#

in the end Blueprints is just another way to program, like C# or C++ or Java or etc... It's still code in the end, programming paradigms still exist, and you still have to use logic to make stuff happen.

plush yew
#

i think im artistic and real coding is a lot more clear to get a grasp on

#

that this spaghetti bp

grim ore
#

then you have the answer for if it's easier than C# for you

plush yew
#

not for me. for all.

#

creating a var is tsame in bp as in c#

#

in bp its even worse

#

I managed to make basic gameplay mechanics to my character with zero knowledge in programming πŸ˜„

#

you have more steps in BP if you wanna do something

#

@plush yew you could to the same with c# in unity

grim ore
plush yew
#

naaah

#

int angle = 15;

#

so easy

#

now do that in BP...

#

a lot more stuff to do

#

first have to click on +variable or what was it

copper wadi
#

You don't have to worry too much about syntax with BP, so there's that

plush yew
#

ha?

#

example?

copper wadi
#

No semicolons in bp

dusty kernel
#

Hi! I'm trying to make a paper character controlled by mouseclick, already managed to make the idle animation and the walkforward animation, but i have no clue on how to proceed to make the walkin back animation and the walking left and right animations. If someone could help me i would really apreciate πŸ™‚

plush yew
#

thats not hard to know when to use that @copper wadi

copper wadi
#

It's not really about knowing when to use it, it's about opportunity for mistakes

plush yew
#

in BP we have the level blueprint, where would i find this in unity?

#

would i create a script called level.cs?

tawdry storm
#

well I can say for a fact that I have a much easier time learning how to do stuff in blueprints than usind C++

plush yew
#

lets not talk about c++, rather c#

tawdry storm
#

I didn't know you could code in C# in unreal?

plush yew
#

but in unity.

#

dont take c++ as something to compare...

tawdry storm
#

then use unity πŸ˜„

plush yew
#

no.

#

i am saying c# is easier than bp

#

for all humans.

tawdry storm
#

for you

dusty kernel
#

Welp :<

plush yew
#

try it out or don't say anything else

tawdry storm
#

I did

plush yew
#

then you didnt try for long

tawdry storm
#

I learned it back in school, blueprint is easier for me

plush yew
#

NOO omg wtf

#

stop saying that

#

in english you answer doors?

#

haha

tawdry storm
#

I won't because it's true, why is that so hard for you to bleieve?

plush yew
#

what is hard about c# in whatever environment youve used?

dusty kernel
#

Someone can welp me pls? i would really appreciate πŸ™‚

tawdry storm
#

a node based system gives me a flowchart to look at that's easier to follow that just plain text

#

that doesn't just go for blueprints, but every node based system

#

that's my experience and my opinion and for me it's easier to use and more intuitive

#

and even though I'm trying to learn code, I have a much harder time wrapping my head around it, even though it's in principle very similar

plush yew
#

hm

#

ya but contra point with UE is lack of tutorials etc

tawdry storm
#

there's ton's of tutorials for UE4

plush yew
#

@tawdry storm i am not talking about basic ones who show your basics. and tahts it.

tawdry storm
#

but not all of them are especially good

plush yew
#

ue is lacking tutorials

#

tons of it.

tacit onyx
#

Have you tried Google? There's a few hundred thousand or more tutorials there.

plush yew
#

have you tried thinking that i already watched many tutorials?

tawdry storm
#

well then go and make them πŸ™‚ here's your opportunity to contribute to the community

grim ore
#

@dusty kernel you could ask in #animation but that's a pretty basic setup. You can also look at the 2d sidescroller template for how they handle the animations

plush yew
#

πŸ€¦β€β™€οΈ authaer

tacit onyx
#

I'm confused, you just said it was lacking tutorials. If it's lacking them, how'd you watch them?

plush yew
#

@tacit onyx by watching them.

#

i didnt say there are no tutorials

#

i said its lacking tons of tuts

dusty kernel
#

Oh @grim ore the thing is my paper character is on 3D map

tacit onyx
#

ue is lacking tutorials
@plush yew

tawdry storm
#

okay but what is it that you wanna do, that you can't find a tutorial for?

plush yew
#

@tawdry storm almost anything.

grim ore
#

the basics should still apply for handling a paper2d character

plush yew
#

nothing particular

tawdry storm
#

name one thing

plush yew
#

snake tutorial

tawdry storm
#

what?

#

that's not how this works πŸ˜„

plush yew
#

ok there is one new tutorial. wasnt there few months ago

tawdry storm
#

there is no "make world of warcraft" tutorial

plush yew
#

but ue4 tutorials are not there for 99% of things you wanna make

#

unity is

tawdry storm
#

then use unity

grim ore
#

well so far there is 100% for what you asked for so.....

plush yew
#

@tawdry storm problem no visual scripting

tawdry storm
#

what?

tacit onyx
#

Okay, but if there's a tutorial to make exactly that, what's the point in making it, because someone already did. Do you need a tutorial in how to come up with something original?

grim ore
#

Unity has MANY visual scripting systems.. MANY

tawdry storm
#

you just complained that visual scripting is harder than C#

harsh tiger
plush yew
#

@tacit onyx yes i need a tutorial. i look at it. change some things and voila, you got a new game.

tawdry storm
#

I'm sure that's a great game then

plush yew
#

@tawdry storm thats what i think currently. that c# is easier. lack of tutorials is included in this argument.

normal burrow
#

There actually is a good snake pass stream with epic

plush yew
#

bcs ue4 is lacking tons of tuts, c# in untiy is easier, because you have tons of tuts

normal burrow
#

It’s a trap though Velcro

grim ore
#

oof.. guys... uh... just hit block at this point it's a lost cause

tawdry storm
#

but there is a ton of tuts, it's just split up into the individual component you need to make a game

normal burrow
#

Unity is made to make you spend time in it

plush yew
#

@tawdry storm yes. there are many great games which are based on older games. nothing new. no need to create something new

tawdry storm
#

you start by doing something, like make the movement of your snake character, and you look for tutorials on how to do that.

#

you don't look for tutorials to make the whole game

normal burrow
#

It takes a lot to wear the patience of Mathew

tawdry storm
#

just the parts you don't know how to do

harsh tiger
#

@grim ore you wouldn't happen to know a fix for my issue would you?

plush yew
#

@tawdry storm i cant enter ue4 bp turn 180Β° in youtube. nothing will appear

tawdry storm
#

because that's not a thing

grim ore
#

@harsh tiger I was actually looking at that but it should work how you want out of the box. I am curious if your mesh is rotated weird

plush yew
#

its neither a pure basic character control

tawdry storm
#

look into how to rotate an actor then, or a component, depending on what you need to rotate

harsh tiger
#

@grim ore its messed up because the default rotation of the road mesh. if i use a default cylinder it works perfect. but i need a way to offset the rotation

tawdry storm
#

what if you want to rotate by 57Β°?

wary birch
#

Is asking C++ questions fine here?

harsh tiger
plush yew
#

@tawdry storm i did and coulnt find how to turn it by 180Β°

harsh tiger
#

the set forward axis seems to help. but again, i cant offset the splines rotation

wary birch
#

@harsh tiger which plugin do you use to make those connection cable thingy like this?

tawdry storm
plush yew
#

i just google endless runner unity tutorial and ill find a tutorial which shows me how to turn by 180Β°

harsh tiger
#

eletronic nodes @wary birch

plush yew
#

@tawdry storm yes. i cant ask you always here what to do

wary birch
#

Thanks

grim ore
#

@harsh tiger any reason you cant just rotate it on import again to fix it?

tawdry storm
#

I didn't need to ask anyone here either, I just asked google nicely

plush yew
#

i cant wait 10 yeears until someone answeres something in discord

#

@tawdry storm yes. and i would never know that i should google actor rotation

tawdry storm
#

literally google "ue4 actor rotation"

tacit onyx
#

Ue4 Rotate Object works too.

harsh tiger
#

that would fix it. but it's not an ideal fix. i dont want to export a model an fix the rotation and reimport everytime i come across this issue unfortunately

tawdry storm
#

then you need to start with a basics tutorial that explains what actors are so you know what to look for

plush yew
#

@tawdry storm like?

#

actors is a player

tawdry storm
#

actor is an object in your scene, not just the player

tacit onyx
#

Actor is a higher level object. Not a player.

plush yew
#

@tawdry storm i also was looking for that, couldnt find it

tawdry storm
#

what did you google?

plush yew
#

see how non efficient this is

normal burrow
#

Tend to side with mathew

plush yew
#

endless runner ue4

tacit onyx
#

Sounds like you have a case of being unable to google anything.

tawdry storm
#

wtf

#

it's literally right there

normal burrow
#

Velcro you don’t sound like your willing to put effort in

grim ore
#

@harsh tiger you might be trying to fix something with complex fixes when it's just a technical issue and fixing it correctly on the original import would be the right answer 😦

plush yew
#

yers. because google evolved into a shitty search engine. google was a lot better 10 years ago

tawdry storm
#

lol what?

#

now google is the problem?

plush yew
#

i would find a lot more useful results 10 yrs ago in google.

tacit onyx
#

Found it on Bing too.

tawdry storm
#

ah beat me to it

plush yew
#

yes i saw that series when googling for it, but i didnt watch this video you linked

normal burrow
#

What about altavista and askjeeves

harsh tiger
#

@grim ore the meshes is from a pack so i dont have source files and it has a lot of road pieces. i get that it would fix the issue. But i really need to get the rotation offset working if possible

tawdry storm
#

it even auto fills after typing "ue4 endl"

plush yew
#

there are many videos

#

and i didnt saw the first one or whatever that is

tawdry storm
#

are you serious?

plush yew
#

yes

#

i watched like the 5th of that series

tawdry storm
#

then why didn't you search for the first one?

plush yew
#

bcs i didnt thought he will make rotation in first video

harsh tiger
tawdry storm
#

welp I'm done here

harsh tiger
#

the road pieces are facing the right way, but still not following the spline path

tacit onyx
#

Kind of at the same conclusion. Pretty sure we just got trolled by a tool. Going back in my hole now after that.

plush yew
#

im not trolling you -.-

#

and there is no documentation for bp

#

also big problem

harsh tiger
#

your trolling for sure

tacit onyx
#

There's documentation for any and every node you need.

plush yew
#

a 6 min long video is not a short summary.

#

this is neither

tawdry storm
#

@harsh tiger have you tried getting the location and tangent in world space?

harsh tiger
#

@tawdry storm of the created road pieces? nope

plush yew
#

ya but i dont get that documentation. unity ones makes more sense

tawdry storm
#

on the "Get location and tangent at spline point" you can set the Coordinate Space. It's a long shot, but maybe it works

grizzled fox
#

Hey guys, I have some questions if somebody can help with, posted them in blueprints

harsh tiger
tawdry storm
#

yes

harsh tiger
#

so could i add 90 on the Z on the tangent?

tawdry storm
#

no literally just set it from local to world and start it again

plush yew
#

@tawdry storm ur are making me suffer

harsh tiger
#

@tawdry storm i've got it facing in the right direction! but it's offset with the spline itself

tawdry storm
#

@harsh tiger set your local offset variable to 0,0,0?

plush yew
#

yo bcs. you make it sound like i am doing something wrong with unity

harsh tiger
#

when set to world on both

plush yew
#

and i stopped with ue only because i cant find anything and can find 1000 times more tutorials and thus useful code

tawdry storm
#

hmmm does it stay in that position when you move the spline or does it move around too? I mean relative to the spline

harsh tiger
tawdry storm
#

can you show us the mesh in the mesh editor?

#

basically double click on it in the content browser, I mean

harsh tiger
tawdry storm
#

so it's not the pivot waffleThink

harsh tiger
#

like what matthew said before. i could change the rotation for each mesh in maya and that would fix it. but it has a lot of road pieces and i would rather find a way to add a rotation offset

tawdry storm
#

I mean you have that, with the rotation variable on the 'Add Spline Component' right?

harsh tiger
tawdry storm
#

can you show the default values for both variables just to be double extra sure? πŸ˜„

harsh tiger
#

both 0, 0, 0

tawdry storm
#

waffleThink weird

#

oh maybe

harsh tiger
#

it works perfectly. its just when the mesh your using has a off rotation like these road pieces that it becomes an issue

tawdry storm
#

attach it to the spline

#

and not default scene root?

#

oh okay

#

well sorry without the ability to tinker around with it myself it's hard to help here, maybe there's some weirdness with the math when it comes to rotation that goes over my head

harsh tiger
#

that was a good idea but it didnt work unfortunately

#

might be on to something here

tawdry storm
#

well good luck with that πŸ™‚

harsh tiger
tawdry storm
#

I guess the easiest would be to fix the model

harsh tiger
tawdry storm
#

kinda? it's a bit like the rotation of the spline point, I guess

harsh tiger
tawdry storm
#

yeah not sure if that's how it works πŸ˜›

grim ore
#

yep the issue I ran into is the fact that the mesh itself isnt being rotated and you have no way of doing that. Rotating the component wont help as the mesh itself is bad

harsh tiger
#

you have no way of doing that.
@grim ore
so is what im trying to do literally impossible?

#

i know you can place a mesh in your scene and move the pivot. but afaik the new pivot will just be for that instance. my question is, is there a way you can move a pivot in unreal and then save that as a new object in your content browser?

grim ore
#

nope

#

I made a video on it even lol, you have to fix it in the DCC or reparent the object to a scene root (you cant do this doing what you want)

#

all of the source files are there in the pack, you could just reimport all the original source files and set up the rotation correctly on the reimport for all of them at once

harsh tiger
#

i only have the UAsset files

#

unless im missing something πŸ˜‚

grim ore
#

when you downloaded from the website there are 2 links, one is the unity and unreal packages the other is the source files

harsh tiger
#

i never got them from humble bundle sorry. its from the epic market place when the city pack was free

grim ore
#

oh.. uh crud, doesnt include source in there anywhere then?

harsh tiger
#

i've always thought you only get the UASSET from marketplace packs and never the FBX. unless its hidden in a folder somewhere?

grim ore
#

crud I wonder how I missed that one

harsh tiger
#

which, asset packs not including the FBX?

grim ore
#

no you said you got it from the mp when it was free, wondering how I missed it

harsh tiger
#

ohhh haha. i think it was last year some time

grim ore
#

doesnt show as including source files so yeah you would have to export them out then back in 😦

harsh tiger
#

that sucks. oh well, thanks for the help anyway! i would've been head butting the wall for a couple more hours on that issue

exotic cave
#

I did not make this, but wow those ducks πŸ˜„

#

has an odd urge to make an Untitled Duck Game now. Or Unreal Duck Hunt.

#

Why UE gots to be so good at errrything

grim juniper
#

Tangents are directional vectors, not rotators. They both point in the direction the spline point is facing and their length determines the curve of the spline. You can also get the rotation at a spline point

grim ore
#

the problem is his source mesh is not set for X forward

grim juniper
#

That shouldn't matter

#

You can choose which is forward for spline meshes iirc

#

In the details panel for the "Add Spline Mesh Component" there should be that option

uncut pebble
#

hello

#

i use source control with UE4

#

(perforce)

#

and i moved a folder in projet from Γ  point to an other

#

and I think this move is causing bugs

#

in PIE :

#

it s ok

#

but in standalone :

#

when i take an old revision on souces control of my Pawn all is ok

#

but, between the current revision and the old revision, there is no difference

#

and the revision that works, corresponds to the time of the file movement

#

so i really don t know what to do

#

and I don't know what is causing this bug either, to possibly fix it

#

if someone have an idea ..;. 😦 😦

#

(PS i already made Fix Up Redirectors in Folder after the move)

heady moon
#

is the documentation for people completely new to the engine or for people who are already expert with the engine

#

should i start with the docs or video courses if i want a quick start

#

for unreal c++ btw

hollow tusk
#

hi guys, is there a way to save floats into an array and then print them?

grim ore
#

there is documentation for new users and experienced users. There is documentation for using C++ for Unreal as well as videos. The big question is if you know C++ already or not

hollow tusk
#

lets say i have a certain float value that i want to store and print eventually

grim ore
#

you can make an array variable and then add to it yes

hollow tusk
#

could you elaborate on that? any helpful links?

uncut pebble
#

i can see this too :

#

i duplicate my panw

grim ore
uncut pebble
#

the bug pawn, when i put on map is bad

#

but the duplicated pawn it s ok 😭

hollow tusk
#

Is this what you mean?

grim ore
#

that looks fine, you are adding a new float to that array every time it gets called

hollow tusk
#

that's what I want

#

But I dont see an option to convert this to a string

#

is that correct?

grim ore
#

convert what part? the values in it. You would get a value and then convert that value (float) into a string using the float to string node

#

if you want all the values then you would loop over them using a for loop or a for each loop, get the value, print it, and it would repeat

heady moon
#

@grim ore i do already know c++

#

where is the documentation for beginner users

heady moon
#

i was using this

#

its the same right

grim ore
#

yep

hollow tusk
#

I am trying to get the game time at certain points and put those into a text file, so by creating this array of times I was hoping I would be able to print all of them at once, since it would only print 1 value otherwise (the last one)

grim ore
#

you store them in the array, the array holds them all. When you want them all you use a for each loop on the array and print out the values all at once

grim juniper
hollow tusk
#

Hmm

uncut pebble
#

side to side the two pawn

#

the bug pawn

#

and the duplicate of this pawn

#

juste put on map

#

one is ok

#

the other not

#

and ONLY in stand alone.....

#

noe on e have an idee about where i can looking for.?

frank oar
#

I am having some lighting Issues but I asm unsure where in the discord i should go...

grim ore
#

@hollow tusk that saves a single string, so you would only get the last item when saving. If you are trying to save them all to a file you would during the loop get the current value, change it to a string, use the append node to append that current value to an existing string variable that you plan to save to file, then repeat until you have this massive string to save then save out that string.

frank oar
#

Can anyone tell me why I am getting these wierd lines on my textures for my carpet ? and is it easy to fix ?

grim ore
#

is this before or after building lighting? if its after when you move that mesh does it go away?

heady moon
#

how do u set ur status as vs19 then below the workspace ur editin
idk how to do it lol

#

cuz im in a team and i want my team to know what im editing

frank oar
#

and all the lighting in the scene is just SO bad , i have tinkered with it for so long and havent gotten anywhere..

next badger
#

Any ideas why property matrix change may be incredibly slow?

frank oar
#

@grim ore its a mesh hovering above another mesh, when i move it away from the other mesh it loses the lines..

orchid seal
#

can anyone recommend a beginner tutorial series? I want to get used to the workflow and tools. How-to with examples. From level creation to blueprints.

fierce tulip
#

@orchid seal check the pinned message in this channel

orchid seal
#

ohh cheers πŸ˜„

fierce tulip
#

good luck!

scarlet birch
#

@oblique tangle Just manually setting the maps to package in project settings will go a long way towards cleaning it up.

paper scroll
#

Yo guys

limber mesa
#

Hey can anyone help me out with a issue that I’m having

fierce tulip
#

just explain the issue, preferably in the channel best suited for it :)

limber mesa
#

I made dirt blocks and put them into my level. But when I hit the play button they disappear but the character can still walk on them

#

Idk how to fix it

next badger
#

@limber mesa is that a static mesh or BP?

limber mesa
#

How do I change it

pallid valley
#

Hey guys, I was wondering if anyone knows how to dismember bones. is it possible through a mesh using "constraint bone" node?

next badger
#

@limber mesa you know the difference?

limber mesa
#

No. I just started doing this 2 days ago lol

next badger
#

look in your world outliner then

limber mesa
#

?

next badger
limber mesa
#

Ok I’m looking

#

How do I make it show

#

Snap object to view?

next badger
limber mesa
#

I see it

#

It’s enabled

next badger
#

so, what type your blocks have?

limber mesa
#

They are actors

#

It’s a 2d game

next badger
#

all objects in world are actors

#

you need to be specific...is that static mesh actor or what?

limber mesa
#

Idk

next badger
#

good, it's a 2d game...

limber mesa
#

I imported a pic, made it a sprite

#

Then put it into an actor

next badger
#

great!

#

so your issue...probably the sprite is flipped...

#

either 90 or 180 degrees

limber mesa
#

I did flip it, but only the bottom row

#

I rotated it across the y axis

next badger
#

play a game, then hit F8

#

look how your "actors" look

#

also, screenshots help

limber mesa
#

Close up

#

I’m looking

#

Don’t see anything

#

So how do I fix it @next badger

next badger
#

Don’t see anything
as we are...

limber mesa
#

Rotate it

#

?

heady moon
#

I never knew learning from the docs would be this easy

#

i literally understood classes in 30 minutes

limber mesa
#

Can you link the docs @heady moon

next badger
#

@heady moon unfortunately true until you hit some point -_-

heady moon
limber mesa
#

Thx

heady moon
#

@next badger atleast the time you take in understanding it is lesser than the time it takes to understand pointers

#

~_~

next badger
#

many people here know, how bad Docs are...not terrible but.

limber mesa
#

So @next badger how do I fix the problem

heady moon
#

btw ur status is nice can i use it @next badger

#

𝖀⁴ lol

next badger
#

Allar even made a report based on survey, how people feel about docs

#

yes, you can

heady moon
#

ok lol

#

video courses seem kind of outdated

#

though

#

i dont know but

#

last time i tried them they were bad

limber mesa
#

So @next badger I need to convert bps to a static mesh

next badger
#

@limber mesa um? why?

limber mesa
#

Idk I’m throwing ideas out there that I have

next badger
#

the only thing i've asked is more info, like screenshots

limber mesa
#

Ok

#

I’ll do a vid

harsh tiger
#

@grim juniper ty so much!

limber mesa
#

Ik. Just trying to figure something out

heady moon
#

is changing the variable value in Blueprint is the same as changing it in the actor's/character's CPP file?

limber mesa
#

@next badger what do you think

grim ore
#

Its possible your not actually walking on it, we dont know how your character is set up. If it's not using physics its not going to fall for example.

limber mesa
#

It falls

#

And jumps

#

Everything was fine until I used the dirt

grim ore
#

what did you have on the ground before?

limber mesa
#

Another sprite. Different dirt

#

Wanted to make it different you know

grim ore
#

just based on what you have its reaally reaaaaally hard to even guess

#

we cant see the outliner, we cant see the item that you are using for the ground, we can barely see the screen when you hit play

limber mesa
#

I’ll do another vid. I have a time limit since I don’t have nitro

grim ore
#

like those boxes dont look like the same boxes when you hit play

#

you dont need to do a video, screenshots are fine

limber mesa
#

See what I mean

grim ore
#

run your character off to the left where there is no dirt and they fall down and die?

limber mesa
#

He falls down

grim ore
#

when you double click on one of the ground items and it opens up a window what is in there?

limber mesa
#

Just the sprite

grim ore
#

is this a 2d camera or a 3d camera?

limber mesa
#

2d

grim ore
#

welp since the ground is there, once you hit play hit shift-f1 to escape out and hit unpossess

#

then you can click on the ground while it's playing and see if it's visible in the editor

limber mesa
#

Unposses?

#

Oh f8 you mean

grim ore
#

might be called eject

limber mesa
#

It’s not visible while playing

grim ore
#

but you can click on it?

limber mesa
#

No

grim ore
#

you should be able to click on it in the world outliner then

limber mesa
#

Actually I can

#

The background was what was clicked

#

I can access it from the world liner

#

@grim ore so what’s wrong

grim ore
#

its hard to tell. if you change the texture to another texture while its playing does it come back?

limber mesa
#

Idk

#

I basically made a original sprite with textures that would show then I replaced those textures

#

That’s all I did

next badger
#

Idk
You need to check it, if you won't apply effort to fix it, no one will.

limber mesa
#

I am applying effort @next badger I only been doing this for 2 days. You have been doing this longer lol

next badger
#

@limber mesa Mathew asked a relatively simple question, i'm not asking you to figure it yourself

golden magnet
#

when blocking out an environment with BSP, is it better to use wall pieces or simply 1 long wall?

next badger
#

@golden magnet dou you really want to use BSPs?

golden magnet
#

just for blockout, will be replaced with static meshes later

limber mesa
#

I’ll contact you when I try it. I got to do something rn

next badger
#

i suggest to switch to static mesh boxes

golden magnet
#

cant really create doorways/windows and stuff with static meshes though right

next badger
#

@golden magnetyou actually can