#ue4-general
1 messages Β· Page 698 of 1
@undone sinew I don't see AA settings on my camera actor
I also just set the AA to epic in the editor and set the AA quality to 4 using game user settings
Heyo if i've got a question regarding multi-user am I best to just ask here or head over to #source-control ? (as strictly seen it's no source control)
i don't think its really relevant to that
just ask here
ah nvm i see you over there lol
π
you all are on lan right?
we'd be working through VPN but you could also just imagine us sitting in lan with a physical server in the corner
hm yeah it works like garbage over a vlan
:/
but in terms of source control, it generally treats the session as one instance of the editor
so I think the thing to do would be to have one person commit the final results after the session is over, then everyone else update
but i guess the question to the core would be can you only run the mue-server from within unreal engine?
ah that's unfortunate, but i guess as an addition to source-control you'd only be using it when multiple people actually need to work in unreal at the same time
yeah it is complicated kind of but the one host is basically the one that would commit afterwards
again it really sucks over vlan, because it does all that syncronization. you'll get disconnects a lot
so i guess it's best used for "if you really need to work at the same time for something use it, else just usual source-control"
its not really related to source control
it just profits from it
it takes over that task while the server is up yeah
seing as you need the exact same project files to use it π
meant to be used with the other developers at the office sort of thing
true true
so it essentials acts like 1 person is currently using the project (if using source control) if I got the right?
it would be very cool for them to open it up to udp or something
yeah
stuff like blueprint editing is synced even
yeh it got me hyped when i watched that 1 hour live stream demo thingy
appreciate the quick help π
yeah its really cool, wish they'd open it up to slower connections
hey short question is there a better ads plugin because the ones that i can find for free are just with 3 supported "companies"
Does anybody know where I can get the Robo Recall mod kit for UE4?
They changed up their page again, and now I can't find it...seems to be gone
uh oh
spent the time to reinstall just in case, still looks in the original folder
it also isn't changing my source control username either meaning I have to manually input it
@smoky sonnet is that how you can get ads to play?
ue4 uses 100% cpu, 60% memory, 30% gpu, and 100% of my disk 2 (f:)
i'm in a blank project with nothing but a basic player i made
my version is 4.24
and my specs are (i5 3470, gtx 1050 ti, 12gb ddr3 memory)
that sounds about right
?
how long have you been in blank project?
it will sit there and think for awhile and 4 threads are going to be dominated
what was the crash for?
idk it crashed when i opened the player controller bp
Saved/Logs
witch one ?
most recenlty written one most likely, should be named after the project
i think thats an older one xd 03/29/20 lol
ah yeah, i didn't look closely just saw a stack trace
thats apparently the newest one lol
are you looking at the blank project?
would seem you didn't launch whatever project it is there since then
Hi guys, I've tried researching this but I haven't gotten many relevant results. Is there any way to export a vertex paint mask as some sort of image file?
I ask this because I am using the octane plugin for Unreal engine, and it doesn't support vertex blending directly, but there is a node called the Composite material in Octane which I can use, utilizing the masks I export from Unreal potentially.
If I could export the Red channel as one mask, the blue channel as another, and the green as one more that would be really ideal.
may be able to export such thing from your 3d modelling package
but i'm doing the vertex painting in Unreal
ah well, in that case you'd have to apply your vertex paint to the original asset then export to bake it somewhere else
Ok, I will try that. thanks
Anyone know how I can make grass on a 2d world. I looked at many tutorials and they havenβt resolved the problem
Hi Unreal community, can you please help me find a website. One of you might know about what I am talking about.
Hello Playstation fans! Summer has finally come and we know many expected some news on Gravel, the new arcade offroad racer, and here we are. Today, weβd like to give you an exclusive behind-the-scenes look at the development of Gravel with this Dev Diary (and itβs just the fi...
Its shown at 1:52
Its a website where you can take terrain data and use it in terrain generation.
Someone came to the rescue, thank you.
Anyone know how I can make grass on a 2d world. I looked at many tutorials and they havenβt resolved the problem
Give it more than 60 secs between repeating your question
@golden condor https://www.youtube.com/watch?v=cQqtwVnxHfs it is this if i understand correct
Gumroad Link: https://gumroad.com/lincoln_hughes
A demo done in World-Machine that shows you the basics of making a terrain in preparation for import into Unreal 4, for use specifically with my UE4 Auto Landscape Master Material.
-Comes with the World-Machine project files
-...
sry not familiar with 2d
what object do i need to make this function work ?
problably this part alone isnt enough...but i didnt wanted to spamm also xD
there are 2 widgets BP that are sending there variables to a player controllerBP that i created. Now i wanted to call the function from the thirdperson actor. I am probably doing it tottaly wrong -.-
any guidance ?
@obsidian kettle controller or Player controller
my personal thoughts are. i need the timeline information
playerControllerBp
My main goal is to find a solution to separate the different functions a main thirdpersoncharacter has. I am starting with the skill Tree and i thought since it is on press input the playercontroller would be good, but i am not sure what i am missing to make it work. I can make it work when i dump all code into the thirdpersoncharacter, but i really would love learning how to separate
in the 2 widget blueprint that goes along i changed the character references i needed to the playercontroller and put the timeline code in the player controller too. Now i am trying to call it from the thirdperson character.
If you need seing the other blueprint parts i happily would show you ! just ask if needed
just curious @abstract relic there are no tutorials on it at all
@limber mesa i googled abit and found this video about 2d maps hopefully it can help you further https://www.youtube.com/watch?v=xJ5CEQGsvjI
Whew, the aspect ratio is all wrong, the bitrate is bad, and I sound like the human incarnation of the common cold.
That said, I've been working towards getting our isometric resource manager prototype running in UE4, but many of the features are still experimental or early a...
Thanks @obsidian kettle, Iβm trying to give my levels more style
i was wondering if there was someway i can somehow make server without the server giving the files or somehow gain access to this https://steamdb.info/depot/920722/subs/
you want to create a sever where nobody has acces to it ? what would be the purpose of it ? lol
Sorry i have no clue on how to servers :3
no the thing is that no one has access to create servers ... and that the game doesnt have singleplayer
and the servers are a diff app
i wish you good luck. I failed on the basic stuffs already xD
so, i'm a noob when it comes to Unreal Engine, and i'm already having some issues. Is there anybody who can help me out?
cant promise but i will try
what seems to be your boggle ?
well, i just installed Unreal engine 4 on my computer
also, everyone i got a question too. i dont want to repost, so be kind and look at my question, maybe you can help)
always a good start
and when i open it it says, that i need dx11 feature 10.0 on my computer
thing is, i have DirectX12
laptop ?
no, using an intel pc
that's my video card am i correct?
yes
@obsidian kettle thanks to your vid I finically found a video explaining everything
Join Cardboard Swordβs lead designer, Chris Wilson, as he takes you from the Paper 2D starter project towards making your own game.
With examples from their upcoming game, The Siege and the Sandfox, this stream covers:
- Using light sources in Paper 2D
- Best practice for im...
@noble pulsar its a dx10 card
crap
happy to help π
that means i just straight up have to buy a new card right?
depends on the rest of your system also
oh?
if your running that... might be other issues also
and depends on what you want to achive
well, i want to get the program up and running lol
we all want that xD
anything else, i'll cross that bridge when i come to it
right now, this is the issue i'm focused on
so.. you can run unreal with dx10
but your gona run into issues
such as?
well.. you make your own most of the time
so that's not an easy question haha
but a 500mb card is... weaksauce
my phone has more then that...
well, that's what i have to deal with for now until a get a better graphics card
right now, i just want it functional
so you need to add " -d3d10 " to your unreal4 shortcut
so, how exactly do i achieve this witchcraft you speak of
do you mean literally putting it in the shortcut name?
in the target
not sure what that is
please, speak in retard terms so i can understand
i don't remember names, i just do
lmao, i figured out like a second before you posted that
π
thanks for all the help bro, i'll see if i can get it up and running
but yeah... sounds like your in for some pain tho π
unreal is not nice to older systems for dev time
:.(
so, now i'm getting this lol
what do i do now?
@swift spindle sorry for my retardation
if i compare both pics i would say add a spacebar ?
need a space π
still getting the same thing sadly
Can someone help me figuring out witch object reference i need here xD
@noble pulsar what confuses me why your folder C starts with the yen symbol xD
@swift spindle what do i do mate, still having the same issue
i think it might be because i have my system location set to japan
@obsidian kettle
sorry im not really familiar with hardware. not sure what to do :3
i wasn't asking ya anything, i was just telling you the reason why it does that
so japan doing instead / the yen. i learned something new π
i wouldn't really know about that cuz i'm not from japan
lmao
well, is there anybody who can help me out with my little issue?
there is a restriction in ue4 that an actor cant wimulate pyhsics if it has overlapdynamic, so the sword im using are just floating when unequiped, is there a work around?
what do you mean overlapdynamic?
try do set the collision of the sword to something else
i cant, i have an overlap event on it
<- no experience, just my first thought
its fine
if the collision profile for the overlap checks for the sword it'll work, but if you want the sword to act as an overlap and simulate, i don't think that would work yeah
so wut do i do
what are you overlapping swords for
p@t, if you feel you have additional a minute, i really would ask for you help too π
how do you move the sword?
move sword? its connected to a socket
when i unequip it, it detaches from socket
but it leaves it floating
Cast nodes require an input nun, you always get the same reference you pass into it out of it unless the reference wasn't a type of the target cast type (then you get nothing back)
wut
that was for nun
oh
you can change the sword to be simulated and not simulated when you want it
so take your equip code and modify it that way
that makes no sense, you want me to simulate physics then turn it off? that seems very unreliable
well i wouldn't have set it up to use overlap this way π
but i'm saying you can do it
you can absolutely enable and disable simulate physics
but yeah it might not be reliable
but it can be done
picking up an unequipped sword also requires an overlap so
the player has an overlapping volume?
yes
yeah only one thing needs to be an overlap
so if its simulated on the ground, and your pickup overlap hits it, it might work
oh wait, both dont need overlap?
no
aw shucks
that works then.
@normal burrow 1 more question
is ip hosting local or global for multiplayer
i understand it and at the same time i cant work with it. I am missing a logic. I mean, i tried creating to figure out which object refence it needs, basically used brute force, tried almost every variable lol
I also tried to create a local variable of the character i am referring but it lacks than the inputs from thw widget. The one variable i think it is, is set in a widgetBP and i have no clue to interact with it. I would love to show you the blueprints p@l if you have the time :3
getting desparate after almost 3 weeks xD
What is the parent type of it nun
@tiny sonnet Iβve not dealt with networking in ue4 yet
what is that trying to do nun, the image is not clear
If itβs the player controller
just use "get player controller"
You pass that in if you know the proper number
the function was supposed to work with 2 widgetBP and the regular thirdpersoncharacterBP. I am trying to use a PlayercontrollerBP and call it from the thirdpersoncharacter
yh the object is wut i wrote above
yeah thx the Bp accepts it, but the skill tree does not show up. I will check the code if i changed a node. (hopefully its only that :3 )
Does 4.24 help fix any issues with Server position fixing with Sprinting?
I have a main menu and one room set up for my game, when I launch the two separately both work fine but when I launch the start menu and go into the rooms map the controls donβt work?
Someone please help Iβm inexperienced and I just wanna work on my game lol
@calm knoll Can I see the BP for changing the gamemode?
I'm trying to replicate rotations made by mouse input. i have tried everything. anyone know a tutorial or method that will work 100%?
Some cases the rotation can be seen by the server when done by the client but other clients cant see other clients rotation.
other than the pawn turning left and right
Hi guys, I joined today. I have a question: When I slide values in the viewport(for example directional light intensity), it increase so hard. Is there any key to slide values smoothly?
where can I post this so Epic could help, cuz as I see no one on this discord knows how to fix this problem
my launcher still keeps crashing
should I post it on github or smthg, cuz I can't do the Report A Bug in UE4, since they won't be able to reproduce it without my project
Has anyone had issues with massive frame drop when glass applied to windows?
I am setting up a scene in twinmotion, but I am experience deep Frame rate drop in scene when glass material applied to glass panes in upper viewing area.. if any other material applied no frame rate drop. anyone run into issue with glass material and any suggestions on how to work around this?
In VR they tend to use dithered masked glass, but it might not work well everywhere.
Translucency (and especially the new 4.24 or 4.25 glass/translucency shader) can be quite costly, along with it having troubles sorting depth.
@polar barn yes, glass seems to be a huge problem in Unreal
The glass renders those objects right as well
So maybe its not a good choice to use glass to render lots of objects on it
Maybe there could be some placebo methods?
How can I get physics pawns to replicate? I tried replicating their location&rotation to the server but that didn't really work. I have the movement and controls all complete and working but can't get it working on multiplayer.
Server can move flawlessly and replicates
But clients can't even move
You should make sure the actor is set to replicates?
Spynorbays we can't help more bc we didn't build your pawn. Have an indepth look on networking in UE4, the videos on youtube are amazing if you're doing BPs
how do you box select vertices of brush geometry?
question, is it cheaper to merge my road meshes into an actor instance? or convert them into a single mesh?
situational.
textures in materials, yes.
math in materials, yes.
materials as a whole, no.
I wouldnt mind a tickbox in meshes that would swizzle the uv's though, that be neat.
Could save some time rotating the uv's myself, or setting up a mat instance with rotated textures.
thats why i like the geo brushes ^
i just wish turning it into a mesh would be better at generating the UVs lol theyre a mess
@fierce tulip thats what im trying to do , rotate a UV
the one witha red circle around it is what i found on the forums
but it doesnt work since u cant put 2 things in UVs plug in the texture sample
wait if i Append UV's multiply with the custom rotator , does it work ?
plug it into the bottom of that multiply where your uv's are set up
Or plug the tile bit to the uv of the rotator
like this ?

ok thanks , it worked π
np :)
In landscape editing, which is a better practice when you want to decrease the height of a certain area in the map:
1- Using the smooth tool
2- Holding shift while clicking on the area
(I don't want to put any holes in the map, btw.)
is there any way to turn a skeletal mesh into a static one on-the-fly?
as in i'd like to "petrify" a skeletal mesh when actor reaches 0 hp
then use procedural mesh to allow cutting it
but procedural meshes can only be copied from static mesh
By checking to see if it exists before removing it
who wants to play drawful 2?
does someone know how to figure out if a box overlaps another box on game begin?
why does literally every lighting tutorial for UE4 have a window in the scene
i can't find anything for completely indoor scenes
the overlap events seem to only trigger when something moves into the object
@frozen pollen try googling "ue4 lighting academy"
looks like all of the videos on that channel have some outdoor light effecting the scene
unless im looking at the wrong place
either your version control locked the file, or it suddenly got turned to read only, or you have two versions of the project open.
i think its my version control, do i check in version control?
hey i tried to do something with the lighting and it asked for me to restart. my editor wont load passed this. can anyone help
anyone know what is going on
@limber mesa lighting takes a while to rebuild
@plush yew the problem is literally what it says...
im new idk what its asking me to do
you're pasting into something that doesnt allow multiple children
from something that does
that... doesn't explain anything
button widgets may have only one named slot
i just want to copy the play button and paste it to change the text to "options"
@fickle wharf ok, ill notify you if it takes longer than an hour
then try to paste it while you have selected the canvas panel
are you sure you arent just out of video memory though? @young stone
@spare sun how do I know if I am, I don't have any programs running in the background and this problem occurs when I compile a blueprint>the editor freezes> starts eating ram till reaches 100% (16gb)> that error pops up
you can watch the gpu memory usage in the task manager.
usually when gpu runs out of memory, applications start using ram instead - hence the huge ram usage. Its quite a bit slower though
I'll look into that
I also tried deleting all the nodes in the blueprint=still crashes on compile, then tried also deleting all the functions and variables=doesn't crash on compile
if ur running from source might be just a leak tbh
I had issues with master branch, but 4.25 seems stable for now
Is there any reason why A data table cannot contain another data table, as long as the child data table doesn't reference anything contained in its parent?
Hello!
I have a blueprint with a static mesh as a child of the default scene component
For some reason when I move the object it only moves the scene component and not the children, does anyone know why this happens and how I could fix it?
I can't change the static mesh to be the root as the scene component is inherited and cannot be removed
Good afternoon guys
I have a question: i have a playerstart object in the position 0,0,0. I want my bP player is spawned in that position
But ever i play the game, the player all time is spawned at 0,15,0, why?
@rotund monolith is the player falling/moving? make sure the space is empty because if there is something colliding with it, it will spawn you on top of it
It is empty
i emsured it myself moving the player start
if i move PlayerStart to 0,15,0, players appears in that position
if i move PlayerStart to 0,-15,0, players still appears in 0,15,0
I am having the hardest time making an animation montage blend with the walking animation. I am setting the montage to the UpperBody Group and splitting at the spine_01 bone. however the legs just stop responding. The animation plays, but the legs just dont move.
I have followed all the tutorials online which are all just slightly adjusted variations of the same thing. lol
Am i missing something?
In unity we have events like this:
OnCollisionEnter
- OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collid
How can i detect similar behavior in UE4? As we only have the Hit Event no other event tells when the rigid body ended the Hit, and overlap events don't fire if the rigid body is only "touching"
@marsh swallow I would follow the tutorial to the T at first, then tweak it after the fact.
https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnCollisionExit.html
so what is the UE4 equivalent of this?
@velvet pawn I am. lol
thats my problem. I followed many of them, pretty much all of them doing the same thing. and never get their result
Does it work with no tweaking?
anyone know if the maker that makes the unreal4 turn based tool kit ever is on here?
nope
I'm not sure then
Hi I am trying to make a flip so that when the player in in the air he can press E and he does a 360 flip and it works once when I go into play mode but after the first time the animation doesnt play again anyone know why?
Hey, I'm pretty new to UE4 and 3D-Stuff in general, so I hope this is an easy one:
As you can see in the picture, the light isn't working as it should on the selected object. In fact the opposite side gets illuminated by the point light. Does anyone know why?
@rare ivy It might be the IsFalling? node.... I can't remember if there is an InAir? node, but that would be better for what you are doing
Iβm working on my first UE4 level - interested to know the solution for reference @autumn cove
Or create an INT with the jump that goes up by 1, and OnLanded event resets to 0
Branch from "E" Keypress that if the counter is 1 or more, do the flip, false does nothing
@velvet pawn couldnt find a in air node but also the weird thing is that it works perfectly fine the first time I press E but after that not anymore ... hmmmm
I am having a very similar issue with my multi-jumps
I can do it once, then the character has to fall off something again before I can do it again, but only during the fall, and not after landed again
is there anyway to connect soccket on static mesh to diffrent soccket on second static mesh /
@fickle wharf sorry for the ping but do you know what I can do to save this
Someone was saying that version control blocked it
check if you have multiple instances of the editor open
sometimes when the editor crashes or you close it
it doesnt fully close
and then the files stay open
what VCS are you using?
Idk how do I check?
... how do you not know what version control you're using
I just started using ue4.
i'll assume you arent using one lol
VCS = version control software
for ue4 that means perforce most of the time
So I go to project settings?
no, it's not relevant
you can check above the map editor
there is a button "version control"
if it says not connected, you're not using one
Map editor?
Hey has anyone got some simple keyboard icons for using in tutorials
sorry it says Source Control
wtf is source control
What provider do I use
please explain source control to me
go google it, it's a massive topic and not a 5 min explanation
So what do I do to fix it
back to the saving issue... i'd restart pc and reopen the project
I did
unless there's a lot of work you'd lose
I was experiencing with light shaders
hmm yeah so basically
sometimes this happens because you edit a bunch of stuff
but then forget to save them
and then well... sometimes that happens
that's especially true with materials, i've encountered this before
you do stuff and you have no idea what you're really doing and well
it just ends up confusing the shit outta the compiler and you cant save it in the end xd
try compling all open materials
and other assets
then saving them one by one
usually that will work
I always compile and save
apart from that, i dont really know enough the engine either
Whatβs a localization service
do you get an error log?
soo..... show us in the content browser where this material is at
Ok
it might shed some light to this issue
inb4 its path length issue
its not, look at the name of the file its trying to save
I checked show engine content and show plugin content
oh
dont edit engine or plugin content, make a copy of that material and put it in your project then edit it
ur editing default content
Yes, Iβm following a tutorial on light shaders
cool. You want an answer to why it wont save you have it now, its up to you on what you want to do with that info
So it wonβt save because I am editing the default content?
huh, TIL π
well basically ur editing content thats not even part of ur project
its part of the engine itself
Ok
Thatβs why my screen is black
Thanks everyone
@grim ore this was what I was following https://youtu.be/a1hKdNauLLw
Join Cardboard Swordβs lead designer, Chris Wilson, as he takes you from the Paper 2D starter project towards making your own game.
With examples from their upcoming game, The Siege and the Sandfox, this stream covers:
- Using light sources in Paper 2D
- Best practice for im...
Around 8min he starts
im not saying it shouldnt save, it should save if you are doing it right. But editing plugin/editor content directly is never the right was since it's shared between projects
@grim ore btw are you the author of "Wtf Is?" series on yt?
I am yep
He is
that series is awesome ^_^ good job!
love your content, has helped me understand a whole bunch of undocumented stuff over the months :D
So @grim ore so I would make a copy of that material?
yep I would make it
And put it in the same folder?
you should put it into your project
btw, not should where I should ask this, maybe the bp channel, but - I have a widget which contains another child widget - I want to set a variable "parent widget" on the child as "self" - is it possible without constructing the thing in BP? (I tried using get parent but that gets the canvas and using a double get parent doesn't sound right)
the default content is located where the engine is installed
Ok so put it under my content folder
yes
Is there anyway to change precision of a float property when changing in the editor? For example, with an anchor I want more precise than 2 decimals
uh... add more zeroes?
print screen and controll V in chat, better than pictures with mobile π
it rounds to 2 decimals
its also entirely possible the engine simply doesn't allow bigger precision than what you enter
yea looks like it
can u click and drag with mouse?
On the property itself it still snaps
But in the umg editor it works, although the property still reads .02
spin boxes support variable precision
you'd have to edit the customization for that property and increase it
Is there a channel for resources
Or just a nice, general sound pack that I can use
Can you link them, or are they included in a preset?
just marketplace free epic content
or learn
what sounds u lookin for?
i have a bunch of sonniss soundpacks, u can prolly still grab those
Mainly industrial horror stuff
I have a main menu but my cursor doesnt show on it
Taking inspiration from half life
my background is a image with buttons on it
thats it
how can i get it so my cursor shows
guys i need ur help lol
im a beginner of unreal engine and when ever i add NavMesh it and go to show and enable it it wont be green or red why ?
the navmesh volume has to include something you can run on
i have a geometry
i did
its not intersecting with the floor
yo guys. Anyone using the media plugins having issues with the stream not updating unless the media player is open?
https://gfycat.com/SourBlackandwhiteChipmunk
Using a black magic capture card
it is too high, it should be intersecting
oh let me try
it only generates navmesh for the things inside it
if the floor isnt inside it then it doesn't account for that
hey guys, i want to draw some lines in a 3d space and am having trouble. I know about the "Draw debug line" Node but is there something that is not for debugging? is it, like, illegal to use the debug stuff in the published game?
does anyone know a fix to substance source infinite loading?
I would like to meet the dev police if it were π
I know, right?
some debug stuff wont show in cooked
Look into splines, 3D widget, render target. Spline is probably what you want
hmm, I know what a spline is, can I draw stuff around it?
hmmmmmmmmmmmmmmmmmm π€
Sod off you lurking pat π
So the approach would be to draw extra pixels along the curve. You can do this with any general outline. Here's an example of drawing an outline (hopefully it won't be blurry)
next, you want to apply the effect on stencil. You need to make sure it's enabled in project setting and define the stencil value within the object
Then mask it all out. Note, you can make the effect render through walls by switching to Before tonemapping but here's an alternative
all in post process mat
none of the pictures loaded :/
nooo
you must click
and you can see, have to open them in browser. discord is weird right now.
yaay
Let me know how it goes. Been fiddling with stencils for a while now. Would love to see more applicable data on it
so wait a sec, what does all the code above allow me to do?
basically draws like a debug line
where?
have a curve, let the player define the start and endpoint, give it a stencil value, the post process will draw line along the curve
what do u mean a curve? a spline? I am sorry for all the questions, all these material stuff is kinda new to me..
Yes spline. My apologies, I use the term interchangeably
lol, its alright. thx a lot!
So, unreal is telling me "Out of memory" when im importing textures and closes lol, what can i do against that ? Memory is definately Not the Problem here
Does anyone know how to trigger initial speed and maxspeed on a projectile if it overlaps another volume. I am trying to create a trampoline effect. If a block with projectile movement is pushed onto a trampoline the block activates a upward projectile force?
I need to use a projectilecomponent please dont tell me to use addforce.
eh i am having a trouble with the word trampoline
but if you specify a direction (like up) for the overlap volume, then reflect the velocity of the projectile by it, it will ricochet
Guys i need ur help lol for some reason the triggerbox wont work it wont spawn why and im a bigginer
hm i think things are a bit off there minblud
try using a timer by delegate/event, something else anyways
you see that red square in the corner top of the event?
ok
i dont see any red ones ?
ok
i type timer but there is nothing
try removing the Function Name argument on the event first
matheww will know what to do here
@normal burrow let me just make this a more general. I want an actor with projectile movement to execute movement after it has overlapped another actors sphere volume.
yeah i understand simpill
you know epic and the community should really make documentation and videos covering all of this stuff then maybe people would have content to watch and read before asking how to do stuff.....
hmm
is the overlapped actor the one that changes the trajectory or the projectile itself?
yeah they could have a wiki , or something
minblud try not dragging out the red square and right clicking to find a set timer node
that is not by function name
@normal burrow if a player spawns a projectile that causes damage, the instigator is the player right?
it is weird seems pretty straight forward. But i am not getting the result i want. @grim ore love your stuff watched your BP video on projectiles and I am using trying to use it to execute homing movement towards another actor after it overlaps another actor>
instigator is the pawn responsible for the projectile yes
first i removed the function name lol and replaced it
What are the Set Timer by Function and Event Name Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
now i wana drag the red cube and ad the timer but there is no timer when i type it
looks like the answer is in there, watch that
ok let me watch it
ok
Anyone know when the next free Monthly content is coming?
ok @normal burrow here is the deal. I want to push another actor with projectile movement into another actors sphere volume and when that happens i want the actor with projectile movement to move towards that actor.
I want to utilize the homing ability that projectile movement has built in
ok well assuming you know how overlaps work, the answer your likely looking for here is to change the velocity
yes
i already have the overlap executing a text saying overlapped confirming that the two actors are indeed overlapping
now i just need to execute a change in velocity when this happens
yes
its not working
i think its my syntax or my commands
here is a snippet of code
this is inside the overlapp function by the way
{
UE_LOG(LogTemp, Warning, TEXT("Overlapped"));
ProjectileMovment->bAutoActivate = true;
ProjectileMovment->bSimulationEnabled = true;
ProjectileMovment->Activate();
ProjectileMovment->UpdatedComponent = ;
ProjectileMovment->InitialSpeed = 2000.f;
ProjectileMovment->MaxSpeed = 10000.f;
} ```
you are getting this log message?
yes
i don't understand why ProjectileMovment->InitialSpeed = 2000.f; ProjectileMovment->MaxSpeed = 10000.f; works in the constructor but will not execute in the overlap function
if i put ProjectileMovment->InitialSpeed = 2000.f; ProjectileMovment->MaxSpeed = 10000.f; in the constructor it executes on spawn
there should be a ->Velocity no?
not sure just started working with projectilemovement in c++. I am referencing https://www.youtube.com/watch?v=AM3TXKI-4co&t=658s and translating it to c++
What is the Projectile Movement Actor Component in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
it covers the use of homing which is what I ultimately need to use in the end I am just trying to add a simple initial speed before jumping into homing
ProjectileMovment->UpdatedComponent = ; that line wouldn't compile btw so you might mistakenly be thinking its compiled if your not launching from vs
no i am sorry that was commented out lol
but yeah ->Velocity is the thing you need to modify
i think velocity refers to direction and initial speed refers to (initial velocity) and Max speed refers to (max velocity)
could be, but velocity is generally direction and speed
i would guess its the current of these
but i honestly haven't used the projectile code much
direction and its magnitude is speed in said direction
isnt velocity an FVector(x,y,z)?
yes a vector with length one
yep
and velocity is a vector with length of its speed
Velocity.Size() == speed rather
example 1,0,0 moves forward in x dir and 0,1,0 moves y etcc
yep and each of those would be 1 cm per second
100,0,0 would be 100cm per second on +x
i know that is why i set velocity to (0,0,1) and maxspeed to 1000
or do i have to specify velocity = (0,0,1000) ?
ProjectileMovement->Velocity = ProjectileMovement->Velocity.MirrorByVector(FVector{ 0.f,0.f,1.0f });```
try this
this will reflect the current veloicty against a trampoline surface that faces up.
so long as that log happens one time exactly anyways
if your running that math every frame its inside it'll be weird
i know i am just trying to get it to do something then i was going to fix it lol
what does mirrorbyvect do?
imagine your hand with fingers forward going at your desk at a slope of 45% downwards
MirrorByVector(up)
would make the direction of your hand be 45% upwards
its like a mirror desk
i think so? lol
its kind of a ricochet effect
yes it is a ricochet
exactly
ok
anyway it didnt work
when i push the actor into the other actors volume nothing happens
how many log messages do you get when it enters the overlap?
1
k will look at code quickly
yes?
could you disable the homing part temporarily?
this is why i hate trying to translate bp to c++
honestly @normal burrow i just want the god damn object to move forward, upwards just to see its executing projectile movement
ok
it seems possible that you might need to rotate the projectile as well
do i have to enable or disable projectile movement? I mean if i put it in the constructor it works
Hi, Sorry to interrupt,I got a Branch Connected to "Actor has tag" node which is connected to "On hit hit actor" part of lineTraceByChannel But when i play and hit the character that has the tag in the "Actor has tag" node i get
Accessed none trying to read property callfunc_breakhitresualt_hitactor error in the branch i mentioned earlier, Anybody has an idea on why that happens?
const FVector OldVelocity = ProjectileMovement->Velocity;
if (!OldVelocity.IsNearlyZero()) {
ProjectileMovement->Velocity = OldVelocity.MirrorByVector(FVector{ 0.f,0.f,1.0f });
this->AddActorWorldRotation(FQuat::FindBetweenVectors(OldVelocity, ProjectileMovement->Velocity));
}```
did they remove the c++ templates from 4.24?
@normal burrow if we are mirroring (0,0,1) isnt that creating a downward velocity into the ground???
@urban meadow they did not
it would matter if you were heading to the ceiling simpill
hey guys, how can i mmke my hud float on screen? - somewhat like The Devision
Division*
mirror == reflect
@lucid magnet look at the widget component
@grim ore thanks for the projectilemovement comp video, but when you try to trigger velocity on an overlap nothing happens. Gotta love c++
@lucid magnet You can use UMG widgets in world space using the widget component
@normal burrow ok
how would i set that up?
@lucid magnet make UI using UMG, add a widget component to your actor, set your ui to that widget component, set it to world space
@pot why does it work if i do it in the constructor?
@grim shale that sounds like your line trace is not hitting a valid target
if the error is on the hit actor break result, it means the hit actor is not valid, which means your hit result is not valid which means your line trace had no result
it should work at runtime too simpill, when i take a look at the projectile code though, it seems like there are many options that would defeat this setting of velocity
bRotationFollowsVelocity for example
It should as it showed a green line coming out of the character when it hit it.
you could try calling UpdateComponentVelocity() after changing the velocity @tame flint
ok
Hey sorry I'm not sure where to ask this.
Has anyone had micro stutters every couple of seconds in UE4 editor? Its a super basic project with 10 meshes. Didn't stutter before but now for some reason it does. Running on high-end pc.
Maybe am putting the tag in the wrong component?
Hmm, I'll keep debugging this problem
I have it in the top most component, Should i tag the mesh or the capsule component instead?
@grim shale show your code or uh breakpoint on your if and see what it says when you mouse over the results
there are 2 types of tags, actor tags and component tags. they are not the same
if doing actor has tag then you should be checking for the tag on the actor, not on any components
for a smooth transition crouch, would one make a custom crouch/uncrouch function as opposed to using the built in one? or is there other options?
@grim ore
Hello ,
In coming videos i'll do the level videos til i get LVL250.
Immortals 2 have this feature like [REBORN] , you can do this if u get lvl 250 , u get Head of Medusa from staff then u click the quest and u'll be reborned!
There is Reborn l , Reborn ll and last rank is PVP....
which socket system does this game use
what kind of socket does it use?
is there a socket example used by this system
I'm not sure this game is using unreal
@urban meadow The floating HUD i want to make, should be on the left side of my character, and follow the character
Describes the Widget Component which is a 3D instance of a Widget Blueprint that can be interacted with in the world.
i couldnt read a thing on that scrnsht lmao
I'm playing with editing structures that have been built into data tables and referenced in pre-construct events on certain widgets....is there anyway to do this without crashing unreal? I've tried closing the assets and also disconnecting the execution pins to the preconstuction.
The change i am making is cosmetic, simply changing a string value, I know it has to cascade through the data table and maybe that's the problem but it's not that deep or complex
has anyone had an issue in 4.24 with some fonts now showing some symbols?
i have one not showing quotes or apostrophes that used to show them in 4.22
How come shadows are so taxing in UE4?
Or is it the light sources themselves
π€
I have a small level that my team and I created and the shadows or lights (I can't tell which) drop fps significantly
Is there a way to optimize it?
Speaking of taxing ...
- What is unreal engine doing by default for performance
- How would you guys calculate a Render Budget ?
- optimising when possible.
- Simply profile everything at every stage
@spare steeple If I have movable lights by chance, would that be the reason for the immense lag?
I have like 5 or 6
yes
I believe
movable and stationary lights calculate their shadows every frame
Oh bruh
Ok
The lights are on characters
I should probably just stick to emissive instead?
so they are also getting physics applied. Ouch
depends on what its for, emissive materials dont light the environment
.-.
- optimising when possible.
- Simply profile everything at every stage
@kindred viper Sure sure but Heard there are some things UE does normally so I don't want to waste time reinventing the wheel
depends what you mean really. Render budget encompasses a lot.
hello
If I want to make a 2.5D platform game (like Trine) is it better that I take the 2D Side Scroller or Side Scroller Template?
side scroller more than likely, but try both
Someone told me to take the basic one because 2.5D is 3D.
ok ty.
My Project keeps saying "The Following modules are missing or built with a different version: (my project name) GWI Would you like to rebuild them now?" when I click yes, It starts building but then it says "GWI could not be complied. Try rebuilding from source manually." Please Help
I m new to UE. Can someone told me what folders we need to keep when we share our project and a .gitignore maybe ? Like on Unity we need to keep 3 folders for sharing project and don't share other folder of the project.
there are tutorials on how to setup source control on youtube...
hey so, I tried to make a pawn, and it works as expected in singleplayer, in a new gamemode blueprint. however, when I increase the player count both pawns are spawned in the center right below the map instead of at the network spawn. any ideas why this could be?
so i have attached my HUD to my mesh, and then a bone socket - making it a ''floating HUD'', but i bounced up and down just a bit too much - how can i make it bounce less while still being attached to my socket?
@plush yew you need to recompile whatever plugin/module in Visual Studio. Using the source. If you are using the binary version then its probably a plugin.
@crude furnace Thats difficult to say without seeing any code
@lucid magnet Use a spring arm and attach it to that
no spring arm wont fix that
bones are just shaky, you cant really attach anything to them
you could try average the location of the socket and something else
to make it smoother, otherwise interpolating to socket location just makes it look like it lags behind
How do I recompile??
Anyone know if I can import a custom float into a timeline?
I mean like from a variable
@plush yew you are going to have to go find a tutorial for that
@paper kernel why wont a spring arm fix it? Works for cameras. Kind of the point of it. To add an intertial adjustment. Have you come across any particular problems in particular with this method?
can u have multiple eventanydamages in a game? if so, how do u specify which one to use?
nvm
is there any way i can set my Health HUD to only be added to the viewport if my current health variable is under 100%?
it would be better to have it in the viewport at all times and just toggle the visibility when you change health
pretty much just how I described it. Whenever you change health on the player set the visibility of the widget to visible or not based on whatever you want.
i have tried something like this, but it doesnt work
creating the widget is not the same as changing its visibilty. You want to create it once and then just change its visibility later
ok
if you are using a widget component you dont even need to create it, it should already be there
I thought this was using the widget component to put it in 3d?
This is the basic example of what I was saying. This is using a Widget Component on the player to show health (a UMG Widget that just has a progress bar in it and an event to change its value).
an alternate would be to let the widget control itself, so after setting the value the widget would control if it is visible or not (the code above after Set Value would be in the widget basically)
again these are the basics, this has to be changed to fit your code structure but this is the theory behind it. Change health, update health, if health is a certain value change visibility
ok i understand what you have done there
but how do i set up a UMG
i lag that knowledge
when using homing with a projectile does the actor have to have physics disabled?
There are plenty of videos and docs out there on UMG widgets
if you are just using HUD the same principle applies I guess
Hey guys, I'm working on a game that's taking place on a floating island, is there any way that i could use the terrain sculpting tools on a imported mesh? Or alternatively cut the terrain into custom shape?
Anybody played around with SkookumScript? (If so is it any good?) I considered using it a while back but I saw the dev went MIA, Looks like Epic has bought it now though?
they didnt really go MIA, skookum is done basically and Epic now has it and the devs. the devs are working on other stuff
so use it with the knowledge it wont get updated
Ah, I noticed it had a gap in the supported Engine Versions. it was missing a few, But got a 4.24 ver. Do you think it will receive regular engine updates now that it's community driven?
you would have to ask whoever is working on it now
Ah fair enough, Ty
i have a problem, when i have multiple swords on the field to be equiped only the sword which was equipped first has damage. for example, one of the swords in the field does 50 dmg, the other one does 10( networked btw). If a player pickup the one that does 50 dmg first, then another player pickups the sword that is supposed to do 10 dmg, it still does 50 dmg. dmg is replicated. I only have a SINGLE sword bp, which i can edit with instances to specify dmg.
Hey guys
Are there Anything wrong with this event ?
can i make all static mesh to generate overlap events ?
only server can see the children of the scoreboard but clients cant
i've tried to replicate it owning Client same
an issue I can see is clients dont have access to the game mode in a networked environment
another is umg widgets are client only not server side
Anybody know if UE4 has the ability to execute multiple tasks in parallel on different threads? I know Blueprint can't do this and everything has to run on the GameThread but in C++ can you have a part of a function run in the GameThread, Run a different function on a seperate thread at the same time and then return a result back to the GameThread?
so i need to get the controllers from other way
an issue I can see is clients dont have access to the game mode in a networked environment
@grim ore
@flint trench probably with Async Task if anything
Oh nice, I'l take a look. Cheers @kindred viper
If i turned off Player Collider Node "Launch Player" will start acting wierd
anyone had that problem b4?
Can someone help me make a 5v5 competitive third person/first person game?
@gusty agate you can try in #looking-for-talent
how do i like see
@grim ore ty
anyone know where to find the 2d default light at?
for a 2d game
because im looking in world outliner and cant find any lights
@grim ore hey bro i am only asking you because you didn't mention it in the video you made on projectileComponnets. Does physics have be be disabled on the actor in order to utilize the homing functionality?
hey @plush yew do you know where to find the light file in a 2d game
yea me too, i thought i could find it in world outliner but i cant
I will set up a single cookie reward for anyone who makes a code less system
is math allowed?
Yes bp are code
@normal burrow just wanted to let you know I was able to get it to start working but I have to disable physics. which is an issue because i need to push the actor into the other actors collision volume
there has to be away to use projectile movement with physics enabled on the rootcomponent
addforce?
hey, i have a problem with a camera. i press the d key to move right but when i press the a key the camera flips sides. anyone know how to fix that
@limber mesa its looks like you are Setting Rotation when you press A
Can i see the code when you press A ?
my code is fine, i tried to follow a tutorial for a 2d camera and idk what i pressed
a is -1
d is 1
check this
where is that at?
Player Character_BP Class Defaults
has anyone been able to integrate weapon component with a radial menu? Please any help would be useful thanks
or check your camera maybe its attached to something wrong
I canβt see class defaults
on the top bar you can find it
Iβm in my character event graph
Ok, I donβt remember touching any of this
check your camera where its attached
or untick your Use Controller Rotation
check this
@runic fern
Scroll down
so i have made this system for my stamina HUD only to toggle on when its is not full... but when its is full, it just keeps blinking - how can i fix this?
@runic fern if Iβm looking under the camera I can only see two things
Look for pawn
@lucid magnet have you tried to check if the current stamina == max stamina to stop the function
Untick Use Controller Rotation Yaw and check if its fixed @limber mesa
It is but he doesnβt flip directions
This is what I have for the rotation
And it got affected
You want the cam flip
@runic fern essentially - what i am trying to do is to change the visibility of my HUD when stamina = max stamina
but it either dowsnt work
or keeps blinking
this does not work
for example
Yes
Ive never worked with 2d but i think you beed to make player animation looking to left i think and assign it to A button
I canβt do it like that
@lucid magnet can you debug the function if its keeps fire when its maxed
how would i do that
I was following @grim ore βs tutorial on a 2d camera but I must have done something wrong
Guys, I just downloaded ue4
i can print a string if that is what you mean
Well im sorry my info still growing idont know about 2d @limber mesa
Any recomendation where should I begin
Yes @lucid magnet
@worn peak basics of engine
it keeps saying hello
Viewport and tools
Any ytb channel or the ue4 online plataform is better ?
''blinking''
@lucid magnet so the condition of max is wrong
Thanks for the help though @runic fern
if i do this it doesnt work..
@limber mesa welcome
Rounds A down towards negative infinity / down to the previous integer (e.g., -1.6 becomes -2 and 1.6 becomes 1)
This about floor
this function itself work but i just after the toggle from stamina being lost
want it to go*
wait a minute
ive fixed it
i used a delay after the first input
ok no
it did not fix it
Try to print the current stamina after the function
Guys is there any solution to make map of maps or 3 variable maps didn't worked.
I'm trying to get the 3rd variable with given 2. not sure why adding the 2nd map as structure not working.
@tame flint check out the tooltip for the projecticle movement. yes physics is not supposed to be used with it as its basically moving the projecticle by hand on tick based on your settings.
@lucid magnet oh wait
What event makes your function firing ?
You need to make it firing just one time when current is equal to max
Hey @grim ore sorry for the ping but I was following your 2d camera with dead zone tutorial but I messed up my camera instead could you help me please
Hi
Because you have told me that print string keep sending hello that mean your function firing every frame
How stable is Chaos right now?
So do it firing once with boolean
I want to implement it for a destructible environment prototype.
Anyone know how to fix this
Can someone help me create a really short health system
Is it recommended?
@gusty agate there are tutorials on YouTube
this works - it resets the ability to toggle on the stamina HUD when starting to use stamina - but when it reaches 100% and the max stamina resets the action it start to blink and go in circles...
@runic fern
quite a struggle
i never worked with destructible environments before. First time and have less than a week to do it.
but its not what i want
@grim ore well that sucks i was trying to create a magnet effect
so i need something else than a do once
Yes because you are calling the function everytick and its already current stam equal to max so will keep go for true
Is Chaos recommended?
You can use boolean
Boolean calls isstaminamax?
Set true after you executing
Amd check it after currentstamina == maxstamina
@golden condor check out the docs and the example project and see if it would work for you. There is no way of knowing if it would fit your project.
Hey @grim ore sorry for the ping but can you help me out real quick
Emm, I did and it would. I just never tried anything like this and I am scared @grim ore
Its a first for me and I am doubting myself since it looks too good in every demo I've seen.
@limber mesa if I could I would, I have no idea what the issue is or where it is broken
@golden condor like anything else it's going to take work to make it work well so if you have the time and make the effort it will come out like you see in the samples
I was following your 2d camera tutorial and I messed up somewhere and this happens
@grim ore
The problem is that I have less than a week for a full implementation into the prototype. This is a throwaway project and we will be graded on. That's why I am really scared of it.
I saw that but I have no idea why it is doing that
@runic fern i dont completely understand how a can do that
If you have any idea for an easier implementation please do tell.
I will send you the way in dm because im using phone now
thank you
I don't have the first idea about DE. All I've seen online was Chaos and a couple of highly technical stuff.
@grim ore your the only one that can help me. It seems like when I hit the a key the camera rotates 180 degrees. It never did that before
walk thru the code then, breakpoint after you push A and walk thru the code and see what it does. alternately disconnect everything one node at at a time and see when it breaks
Hey guys, is Unreal Match 3 avaliable for download?
This is what I boiled it down to @grim ore but it hasnβt happened before
@steady ingot yes it is
Yea Mathew I canβt find it
well one of the nodes when you hit A has to be causing it to flip
if you undo set control rotation for example does it flip?
and repeat till you figure out the node causing it
I made a new project @grim ore to compare and both are the same. I remember doing something with the camera before it happened
It is so nerve racking lol
question: I was just wondering how far Unreal Engine 4 can be pushed realistically. Lets say you want to make a persistent universe, with potentially millions of online players-- all in realtime. Would that be possible/feasible by any standard?
so a new project has the same issue as your existing project but the old project was fine?
The new project has no issue
@grim ore Does Unreal source code builds support Blueprints?