#ue4-general

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grim ore
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you can run other stuff on other threads using C++ yes

frail sail
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like one actor can run in other thread with c++ even it is in main thread?

grim ore
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confusing question, you will have to look at what people have done to see what can be done.

manic pawn
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you can't just magically "run an actor on another thread"

lucid magnet
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@grim ore do you know how i can program a button to auto detect and set graphics?

frail sail
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it's not run in a cpu? then should run in other thread in one cpu tho

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well

manic pawn
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it doesn't work like that

frail sail
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im not pro about hardwares sorry :D

grim ore
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run run run run run on one thread, something else running on another... now I have to wait for the other to finish before I can do my stuff... yay multi threading makes it all magically better

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you dont just go "run it on another thread" and its magically faster

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lets put it this way, if it was faster and better one can assume Epic would be doing it

limber mesa
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i have a quick question. i checked Procedural Foliage in settings and when i right clicked under misc i cant find it. does anyone know why this is happening

grim ore
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@lucid magnet I do and there are videos out there covering that

lucid magnet
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i cant for some reason find on

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maybe im searching wrong

marsh swallow
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@grim ore might you have any idea why when i added a new trace channel to the project, that all line traces, sphere traces, etc changed to that as its default. I thought maybe it was an alphabetical thing so i changed it and still it defaulted all my traces. Is this normal? or an engine bug?

frail sail
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i just wanted to release on another thread. not want to get anything that released actor, so dont need to wait finish stuff on this actor..

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just have some high update rate tick in functions

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and its impact to game thread

limber mesa
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i have a quick question. i checked Procedural Foliage in settings and when i right clicked under misc i cant find it. does anyone know why this is happening

zinc cave
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mmmkay, so, I've jumped back in UE after a long break--and I don't remember ever having collisions issues. I go to the BP of the mesh, and create a complex collision, and it usually works...in this case, nothing I do matters...the mesh is taking the entire top face as the center face scene in the image. What am I doing wrong?

grim ore
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@marsh swallow definitely weird. I made a new channel, named it weapons, refreshed an existing line trace and it was fine. Added a new line trace and it was default visibility

marsh swallow
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@frail sail hard truth here, but you dont move to multithreading just because you have unoptimized code running in tick, instead of figuring out how to make it event driven, or only check for a small thing on tick and then fire your event. If you make your code performant, then you dont need to worry about that.

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the trace it was set to, was a created trace. so i wonder if it changes only when its additional.

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i mean if its a bug, nothing i can do but suck it up. haha

grim ore
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must be a bug, its not in .24.3 that I can tell its working as expected. new trace by channels default to visibility and any existing ones stayed the same

frail sail
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@marsh swallow i've already optimised well. just need to check all movable actors location for minimap icon draw.
its in array and ticking every 10 times to change location in minimap. but it looks jiggly because of low tick rate

short echo
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I think part of the reason Unreal is single threaded is it's focus on procedural Object Oriented programming and not doing too much hand-holding. Creating limitations allows developers to make assumptions about how the code is going to be run, but it also can stifle creativity and is harder to develop an effective system where you make assumptions like that.

I believe this is what Unity's DOTS system is focusing on. Creating a functional and declarative interface with a ton of limitations put in place in order to allow the compiler to make a bunch of assumptions about how the code will interact. This allows the compiler to do really excellent memory management and multi-threading.

tiny vigil
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how do i fix this

bronze cedar
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is it possible to add touch button in touch interface, we can add virtual stick on left and right side, but i want to add two button on right side, for now i did it with widget, but want to know if it's possible in touch interface too, i tried but don't get it

marsh swallow
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@grim ore i am running 4.24.3 ๐Ÿค”

grim ore
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I dunno unless I am doing it differently it's working as expected

marsh swallow
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@frail sail while that can be heavy, you can still make it cheap. keep all persistent actors off tick, and keep all dynamic movable actors on tick. i mean how many do u have? 30 or so? plus you can load them in on a minimap as you approach or add and remove them from the checked array based on distance. just a few ideas.

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we do a bit of everything with the minimap for performance but its oddly crazy how heavy it can be.

kindred viper
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I have a lovely radar that pools things nicely and lets you have hundreds of objects on it. Took me a while to suss it out tho

marsh swallow
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we once had a bug that replicated the minimap child widgets every 2 seconds. and after 5 minutes the game would all but halt.

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๐Ÿ˜‚

frail sail
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10 players + 30 minions in one wave

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so 40

marsh swallow
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oh hell 40 is nothing.

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^_^ you should be fine.

frail sail
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but it still consume game thread to avoid getting more fps

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i was thinking to make 300-400 fps like csgo

marsh swallow
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i rly wish people understood fps a bit better in relation to playing. ๐Ÿ˜‚ you cant see faster than your monitor can display.

frail sail
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ehh true but better is better :D

marsh swallow
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fps rates like that just cause more issues to allow for bugs like csgo or some other fps games.

frail sail
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well thank you for infos

spare sun
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depends. Higher fps means your last displayed frame is more recent which leads to less perceived input lag

frail sail
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plus point

flat axle
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Is it possible to add NavMesh to planes?

zinc cave
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No idea guys? About complex collision? No matter how high I set it, my floor takes the top face and doesn't allow detailed info...

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Image above,...

astral phoenix
zinc cave
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Ok, thanks. Have a better one!

grim ore
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@zinc cave my guess is you have a simple collision box around it

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Open it up and look at the simple collision

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@astral phoenix in your settings in the editor in the toolbar what is your scalability set at? Including the render scale.

astral phoenix
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@grim ore Epic 100%

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i mean where u ''build'' and stuff like that

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@grim ore do u know what i can do?

grim ore
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It's honestly hard for me to see the difference between the two

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My only thought was the fact that you may have had lower scalability settings

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Is this with play in editor or is this a package build

flat axle
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Testing mode looks better imo-

astral phoenix
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you really dont see the difference??
the first pic is when i play my game and the other pic is when i im the Unreal engine ''build'' mode

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if u look at the rocks and the foliage u can really see the difference

grim ore
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Ok so build isn't playing it's building lighting and other stuff

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Do you mean it's getting darker or black?

astral phoenix
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u see now?

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now its really clear xD

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i want the quality on the first pic when i play the game but idk why its shit like that :/

grim ore
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So the 2nd one is playing how? The play button in the editor? Package and build? Standalone? Play in new windows?

astral phoenix
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''alt + P'' idk whats called just when u play in the editor?

runic fern
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Editor mode full screen xD

astral phoenix
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i guess? but how do i fix the quality? so it looks good?

runic fern
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maybe its on low

astral phoenix
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everything is on Epic

normal burrow
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biebob is the first pic high res screenshot or something?

tacit onyx
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Does the camera have any post process effects going on?

astral phoenix
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@normal burrow the first pic is normal like the rest

runic fern
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He mean from his scene but before playing

normal burrow
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ah okay so the drop in quality is on packaged builds?

astral phoenix
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i did not change the quality

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i have not packaged anything

tacit onyx
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Even the mannequin hand is blurry. It looks like it's been resolution scaled, or blurred with a terrible DoF somehow.

runic fern
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playing from editor viewer directly

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its looks like motionblur is going on

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or blurbackground is on

normal burrow
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not sure i'm really seeing a problem tbh

astral phoenix
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its only this map that is like that my other maps works fine

normal burrow
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like i don't see a difference between these pictures. it could be texture streaming and low gpu memory

sour sequoia
runic fern
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try to run it on standalone and check ?

astral phoenix
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@runic fern standalone game is still shit quality

runic fern
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go to your post process and disable it

normal burrow
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yeah

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yao is right i think, ifs its just in PIE or playing where it looks blured you've got some sort of pp setting going on doing it likely.

astral phoenix
runic fern
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Your pp settings have something wrong

normal burrow
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if the other levels are okay

runic fern
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check it you have something high that killing the quality

normal burrow
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figure out what is different about the post process in that one level

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perhaps you've got a post process volume somewhere

astral phoenix
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i only have 1 post process volume in the map im checking if there anything wrong with it right now hold on ๐Ÿ™‚

runic fern
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ok i have an idea

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make it smaller and spawn the player close to end of pp and go out if you will get better quality then delete it and set one with your own settings

flat axle
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is your screen percentage less than 100? under viewport options? @astral phoenix

ancient lotus
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@sour sequoia use replicated variables to control the animations

plush yew
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For turrets

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they use Ai actor for it?

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or normal one?

limber mesa
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i have a quick question. i checked Procedural Foliage in settings and when i right clicked under misc i cant find it. does anyone know why this is happening

astral phoenix
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@runic fern it worked the quality is shit inside the PP but when i go out its good

runic fern
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Then you have to reset the pp

astral phoenix
runic fern
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Yes check the post process volume settings

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you have something very high

astral phoenix
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it was my screen percentage...

runic fern
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good

plush yew
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am trying to add collider to the shoots

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How is the possible?

astral phoenix
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Ty guys! ๐Ÿ˜„

runic fern
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Welcome

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@plush yew i think you need to make collision class from project settings specifing what to block and what to ignore

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i think its working like this

tired palm
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Hello, is there a way to change the subtitle font?

I did see a method through "Engine Content", but if I understood correctly, the modification is postponed to the other projects, which is not very practical I find.

thanks ๐Ÿ˜บ

normal burrow
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are subtitles a built in feature pristio?

tired palm
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no, I use the unreal engine system (integrated in "Sound Wave" or "Dialogue Wave")

normal burrow
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does that involve blueprints ?

tired palm
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For the "Sound Wave" the subtitles start as soon as I start the sound (even at the beginning of the game).
For "Dialogue Wave" you need a Blueprint yes, to call the dialogue only, after that it's done by itself.

normal burrow
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i am not real familiar with any of that pristio, but if its blueprints perhaps you can make a child blueprint of the engine content, change font

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easiest approach is to probably just make yourself a copy of the engine asset and modify it inside your project though

tired palm
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um... Not very practical, but it would be a solution, yes.

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thank you

normal burrow
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its unlikely that you can expect any updates from these projects regardless

high jackal
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Can I pay someone to make a script for me?

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Or is there somewhere I can find something like that?

kindred viper
high jackal
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cant post there

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i tried ๐Ÿ˜„

normal burrow
scarlet birch
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If I have a bp that needs to set a static mesh from a predefined set of static meshes. Should I store them in an array of SM objects? or is there a better way? The set of meshes never changes and there's two of these objects existing. At semi random intervals the mesh will change to another mesh in the set.

high jackal
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I did I can't find anywhere except for the job boards but those are locked

normal burrow
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you read the part on how to use the job board?

high jackal
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Well anyways maybe i can just do it myself, can I ask a question to get some guidance?

scarlet birch
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That's awesome.

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That question is awesome.

kindred viper
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@scarlet birch dont see why not. What other ways would you use?

normal burrow
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yeah mike it matters if you want all those to be loaded up or not

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you've got the option of references to the meshes or soft references which are just paths

scarlet birch
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I'm still a little ignorant about some of the stuff under the hood with UE. I don't know if I should worry about storing them in memory or not

kindred viper
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what pat said

scarlet birch
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I don't want hitches, but there's only 10 meshes right now so it's likely not a big deal to keep them around

normal burrow
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if all 10 meshes will be in use it makes sense to just use references too

scarlet birch
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It will switch between them every 30 seconds to 1 minute.

high jackal
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I'm trying to have my AI guys 'carry' an object to a destination. Biggest concern is I only want it to carry if at least 2 guys are attached to sockets. I'm not really sure conceptually how I could go about this, I couldn't find any examples that helped beyond singular carry and attach methods. I thought about having the object count how many are attached and then allowing it to move? Seems like that might be the best approach.

scarlet birch
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What about having two instances of the BP? Should I worry about trying to have each BP reference the same instance?

normal burrow
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ye, i mean you could async load them from soft reference like 30 seconds before they are needed if you really wanted to be optimal mike

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but array of references should be fine

scarlet birch
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Thanks.

normal burrow
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if the question of two relates to soft references, no need to worry

scarlet birch
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I need to look more in depth at how soft references work.

normal burrow
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they are just paths with a weak reference inside

scarlet birch
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I meant if two BPs each have variables of static mesh objects set to the same mesh.

normal burrow
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if you async load two of the same, it wont be seperate processes since the paths are identical

scarlet birch
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I'm trying to get a tiny bit of understanding of how UE does some of this.

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Ok,

normal burrow
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well consider garbage collection mike, when ue goes to collect garbage it iterates every object reference field.

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that is the only overhead in having the collection stored twice, and its not a huge overhead

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(beyond the memory use of course)

oak swan
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Does anyone know a clear/easy way to set your Unreal 4 Game to Steam, most videos I look at don't give any clear guids

scarlet birch
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I'm looking at 20Mb total with both BPs. Thanks for covering some of this. I won't worry about it here but it will be helpful down the road.

normal burrow
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if your going c++ at all, making a ufactory for a new uobject type to have it come up like assets do (material, texture etc) I find to be a nice way of storing shared data like this list of yours. there are also things like data tables but the overhead in operation of those would be much larger than just an array of references

scarlet birch
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I'll keep it in mind. I'll likely stay with BP unless I need to expose something or find a performance issue.

kindred viper
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I once went through the trouble of making a new asset, it was a great learning experience.

scarlet birch
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But it was supposed to be for a kids game...

kindred viper
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I think I dated her

runic fern
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is that spongebob friend ?

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looks great

still granite
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Hey I cant compile a .uasset file can someone look on why that is?

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I can send you the file via DMs

warm plume
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Hello everyone... So I am bulidng lighting on my scenes but it take forever wich I do understand ...but my PC is powerful I am using

CPU I7
24g rams

2 gbu gtx 1080ti
But the light building take so long even tho I have 2gbu...

Is there a way to make rendering done by the gpus? Is there is a setting allow you to use gp as light building ...pls help

lavish sapphire
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I'm interested in learning Unreal for animation in film/tv. Anyone a tutor? Or have recommendations for courses specifically devoted to that subject?

grim ore
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@still granite what do you mean by you cannot compile a .uasset?

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@warm plume light building is CPU only, 0% GPU

still granite
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When i try to open it my UE crashes

grim ore
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how are you trying to open it?

still granite
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I put the file in the UE place

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and the double clicking it

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and then my thing crashes

grim ore
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@still granite .uasset files are asets for use in UE4, they go in the project. They are not opened or imported.

still granite
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But are you not supposed to edit them?

grim ore
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you are not

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files go into the unreal engine editor (fbx, wav, png, etc.) and epic converts them to an internal format and saves them as .uasset files

lavish sapphire
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@grim ore They seem to deal more with VR, and less about a workflow from something like asset creation in a 3D program (C4D) to constructing the scene in Unreal for rendering

grim ore
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did you scroll down and look thru them all? there are quite a few dealing with that

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I mean you might not find a hand holding course from installing the engine to rendering out an image but the parts are all there for that

lavish sapphire
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yeah i did and nothing really stood out. basically i wanted to avoid going through a bunch of them, and having to cherry pick bits and pieces. more than anything i'm looking for a teacher

high jackal
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There a way to get 2d splines to render in gameplay?

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Soon as I click play it dissappears

umbral ferry
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Hello any tips for know how to rewrite a blueprint code in c++?

worldly minnow
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ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.

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any ideas boys

fleet cedar
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Installing .net 4.6 or higher will fix it

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Microsoft have a download for it

gilded igloo
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Hey guys! a bit of a weird question.
I want to make an infinite 3d matrix of bools. not something visual, just something I can store in a variable. Now, obviously I dont have infinite memory in my computer, its too expensive currently... and I asked my father about this issue and he mentioned something called "Hashing" and "Spectial Hashing".
Anyone knows what it is? how it works? if I can implement it in bp or even in cpp (although not ideal). any other ways to make an infinite matrix? if you can explain or link a tutorial please do.
thanks a lot!

fleet cedar
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@umbral ferry What specifically? Every blueprint node has a C++ equivalent that helps

sharp crest
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Am I the only one disappointed there are barely any UE4 dev log videos?

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I would do it but my English sounds shit so Idk if people would like it (accent)
but personally I'v very interested in watching these so if anyone is starting one/knows ones lemme know ๐Ÿ˜…

umbral ferry
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@fleet cedar any one because auto convert put a ugly code to hard to understand.

fleet cedar
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@umbral ferry there's an option to turn blueprints into C++ but that's for packaging, other than that there's no tools that i know of for a 1:1 conversion

charred tapir
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Guys, I am going crazy, where is the option to disable Auto Navmesh rebuild?

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Im going to be editing the collisions for my world, and if I have to lag my PC for every tiny change it will take forever.

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I am on 4.24

modern sinew
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Can someone help me with this error? UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.FileNotFoundException: Could not find file 'C:\Program Files\Epic Games\UE_4.21\Engine\Plugins\AdvancedSessions\Intermediate\Build\Win64\UE4\Development\AdvancedSessions\AdvancedSessions.precompiled'

grim ore
normal burrow
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would verify installation redpandaz

charred tapir
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Thanks @grim ore

modern sinew
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@normal burrow how

trim pike
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does anyone else have the problem where the screen will flicker and be tinted a light yellow or a deep purple for a second

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usually happens when i am in the old atmosphereic fog, the sky atmosphere, or my atmosphere shader

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havent seen it happen when im not in them

grim ore
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@modern sinew is that plugin installed correctly? it says it should be in the project not the engine

normal burrow
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ye that too matheww i didn't bother to check if advancedsessions is a epic plugin or not

grim ore
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it is not

normal burrow
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i dislike plugins that tell you to install there

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or things like quixel bridge which just do it

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So take that C:\Program Files\Epic Games\UE_4.21\Engine\Plugins\AdvancedSessions folder @modern sinew and put it inside of a new or existing folder called "Plugins" in your project

modern sinew
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@normal burrow I did

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@grim ore A forum post told me to have it in both the engine and the project

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Oh wait,

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You say I have to make a folder called Plugins in the project?

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I can try that

normal burrow
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you've got visual studio installed?

modern sinew
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yea

umbral ferry
modern sinew
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that's how I finally finished the uCRT error

normal burrow
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yeah that should work then, plugins folder in porject

modern sinew
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ok, let me try

keen moss
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im trying to implement a triplanar function in my scene, and for maybe 80% of the mesh surface it works but some random faces get fuzzy and weird

modern sinew
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well, it hasn't failed yet

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still packaging

grim ore
normal burrow
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nice mathew, going the distance ๐Ÿ˜„

umbral ferry
modern sinew
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@normal burrow Well it's moved onto "compiling shaders", does that mean we're successful? It's never gotten that far before

normal burrow
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lets wait a bit and see.

modern sinew
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oh boy, I opened up the output log and there's a lot of red

trim pike
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does anyone know why my problem happens

modern sinew
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same error, just with different files, a bunch of times: ```PackagingResults: Error: Couldn't save package, filename is too long :C:/Users/----- Desktop/Documents/Unreal Projects/MultiplayerTutorial/Saved/Cooked/WindowsNoEditor/MultiplayerTutorial/Content/InfinityBladeWarriors/Character/CompleteCharacters/Textures_Materials/CharM_Standard/T_CharM_Standard_N.uasset

radiant haven
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is this ok for UE=

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this triangle?

modern sinew
normal burrow
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the error is what it is, pandaz. could move the project folder to C:\ but idk if that'll save you

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@trim pike i've not ran into that

modern sinew
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but what does it mean "filename is too long:

trim pike
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okay

normal burrow
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C:/Users/----- Desktop/Documents/Unreal Projects/MultiplayerTutorial/Saved/Cooked/WindowsNoEditor/MultiplayerTutorial/Content/InfinityBladeWarriors/Character/CompleteCharacters/Textures_Materials/CharM_Standard/T_CharM_Standard_N.uasset

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that is too long red pandaz

modern sinew
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how is it too long

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why is there a "too long"

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And is it talking specifically about the file name, or does it include the path

grim ore
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because DOS

normal burrow
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reasons, but what matters is you shorten it

modern sinew
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And is it talking specifically about the file name, or does it include the path

normal burrow
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C:/Users/----- Desktop/Documents/Unreal Projects/ could be C:/Unreal Projects/

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path

modern sinew
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ok

grim ore
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and if you move it out of your documents folder, which is a stupid stupid stupid place to put them, and put them somewhere else like projects near the root of a drive you would be ok

modern sinew
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ok

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documents is the default place IIRC

normal burrow
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it is

grim ore
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it is but its not any less stupid, epic just doesnt have a better option

modern sinew
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Hmm, I think I might be here a while. It's still searching for files and it's passed 15 gigs

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18.3g total

normal burrow
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are you changing drives? shouldn't take that long

modern sinew
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Moving it to E: because C: is almost full, so if I move it I might as well clear up space on the full one

normal burrow
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that'd be why then

modern sinew
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Eh, I can wait a few minutes if it means clearing 20 gigs from C

normal burrow
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yeah world exists before player pawns are spawned in or assigned controllers

modern sinew
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@normal burrow new error: UATHelper: Packaging (Windows (64-bit)): LogInit: Display: CookResults: Error: Unable to cook package for platform because it is unable to be loaded: E:/Unreal Projects/MultiplayerTutorial/Saved/Cooked/WindowsNoEditor/MultiplayerTutorial/Content/StarterContent/Maps/StarterMap_BuiltData.uasset

lucid magnet
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so i have this check box to toggle on/off v-sync - but how can i make v-sync determine the state of the check box?

normal burrow
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would blow away the saved/cooked directory and try again red pandas

modern sinew
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@normal burrow how

normal burrow
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take the cooked directory inside saved folder and move it somewhere else temporarily

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or just delete it

modern sinew
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ok

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oh ok

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so just delete the folder that says Cooked?

abstract relic
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Would delete /intermediate and /saved to be honest

modern sinew
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I'm trying Cooked first

night bridge
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uhm

abstract relic
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Both folders will be rebuilt regardless

night bridge
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why dont i have the Matinee option

abstract relic
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Matinee has been finally wiped from existence

night bridge
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uhm

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why

abstract relic
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Because it was terrible

night bridge
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and what am i supposed to use instead of it

abstract relic
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And replaced with sequencer

night bridge
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dangit

grim ore
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@lucid magnet There is a "Is VSync Enabled" node that will tell you if it is enabled or not

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you can go to 4.23 if you still want to use matinee

night bridge
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because i wanted to use Matinee for a door opening Animation

abstract relic
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Use timeline node

lucid magnet
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ok, i found that actually - but does the checkbox only actually work if the game is being executed?

abstract relic
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Or sequencer

grim ore
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a checkbox is a checkbox, you are the one that determines what it does

modern sinew
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@abstract relic did it with those two files, testing now

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*folders

night bridge
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cant i also do that with Blueprints

grim ore
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you can which is the Timeline that was suggested

abstract relic
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Thatโ€™s what timeline node is for

night bridge
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oh alright

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kinda sucks Matinee is gone though

grim ore
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nope

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0% suck

abstract relic
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110% awesome

normal burrow
#

^

#

โœ… Sequencer
โŒ Matinee

grim ore
#

it's been over 3 years since sequencer was introduced

night bridge
#

yeah but im trying tuts

abstract relic
#

Find better tuts

modern sinew
#

UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to copy C:\Program Files\Epic Games\UE_4.21\Engine\Binaries\ThirdParty\Steamworks\Steamv148\Win64\steam_api64.dll to E:\Unreal Projects\MultiplayerTutorial\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\Steamworks\Steamv148\Win64\steam_api64.dll Can I just copy it manually?

grim ore
#

well dont use a tutorial that uses matinee for opening doors ๐Ÿ˜ฆ

normal burrow
grim ore
#

thats just epiclike

pulsar badge
#

How would u do a building system into the game

night bridge
#

yeah i already found a new tutorial

grim ore
#

oof my sequencer stuff is sooooo out of date lol

modern sinew
#

I'm working on that after I work on an inventory system

pulsar badge
#

I know how to do the building i just dont see how to do it so multiplayer people see it also

fleet cedar
#

@grim ore Thank you for making those videos, they've been super helpful โค๏ธ

pulsar badge
#

Anyone know how?

modern sinew
#

@pulsar badge Wait, if you can do it for one person how would another person not see it? because my plan is for multiplayer too lol

#

but if it's in the worldspace

grim ore
#

if the client creates the stuff the other clients wont see it is why

#

basic MP

#

sooo.....

modern sinew
#

how do you send it to the server?

pulsar badge
#

I can place blocks but can another person see the blocked place also?

abstract relic
#

Yโ€™all are e about to experience some growing pains ๐Ÿ˜œ

normal burrow
#

lol, some unsavory realities

modern sinew
#

@abstract relic meanwhile, UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to copy C:\Program Files\Epic Games\UE_4.21\Engine\Binaries\ThirdParty\Steamworks\Steamv148\Win64\steam_api64.dll to E:\Unreal Projects\MultiplayerTutorial\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\Steamworks\Steamv148\Win64\steam_api64.dll
Can I just copy it manually?

pulsar badge
#

I'm trying to do a minecraft type building system for me

#

and a friend

#

but when i place the block down they can't see it.

modern sinew
#

oh, mine'll be more like subnautica/planet coaster, just in first person

grim ore
#

its what I said... if the client creates the stuff the other clients wont see it. so the answer is?

pulsar badge
#

It needs to like send it to the server before it goes back to the other player

modern sinew
#

yea

#

that would make sense

pulsar badge
#

Right how do i fix that?

modern sinew
#

because the server has the "true" version

grim ore
#

the clients dont create it, the client tells the server. the server creates it.

modern sinew
#

huh

pulsar badge
#

Do you have a video on that?

#

lol

grim ore
#

some livestream stuff but nothing official, I stay away from MP because its hard

pulsar badge
#

I'm just stuck on that

grim ore
#

welp its the basics of multiplayer, replication and server authoritatorship

worldly minnow
#

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 266] Adapter->GetDXGIFactory2()->CreateSwapChain(pCommandQueue, &SwapChainDesc, SwapChain.GetInitReference()) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12Viewport.cpp:200 with error E_INVALIDARG

#

do i need to download a fresh directx?

modern sinew
#

@grim ore Can inventory be client-side?

grim ore
#

sure if no one else needs to know about it including the server

modern sinew
#

oh. So for a trading system, you couldn't just have the server ask the client what's in the inventory? I guess also client-side inventory would make it easy to cheat

grim ore
#

^^^

modern sinew
#

How do you seperate clientside vs serverside tho? like if I put something in the player blueprint, which side is it on?

grim ore
#

hey server I have a billion coins, really. trust me I do.

#

you dont really separate if its the same blueprint

modern sinew
#

is it automatically server-side then?

grim ore
#

you just have different copies depending on where its at, who owns it, etc.

modern sinew
#

??

grim ore
#

server spawns something, that something is set to replicate. every client connected gets a copy of it locally.

modern sinew
#

ok

#

but client-side changes can't change the serverside one, right?

grim ore
#

if I tell my client to destroy my copy then we now have an issue as only my copy is gone from my client while everyone else sees it for example

#

correct the client would tell the server to change their copy, their copy would then replicate the changes to everyone else if its set to do that

#

or your server side command would do something to every copy, or etc etc.

#

like for example on a server it has 2 players, each client has 2 players as well

#

on the server each player could be grey color, on my machine my local player is green and the enemy is red. On the other players machine his player is green and my player is red.

modern sinew
#

Say you have it set in the blueprint that when the player clicks an object, it adds it to their inventory. Is that the server-side inventory or the client-side one

grim ore
#

the client would tell the server they want to do something with that object, the server should make sure they can then do the something on it

#

if the inventory is a replicated object it might mean the server adds the item to the inventory and it then replicates it to the client

modern sinew
#

ok

high jackal
#

How can I make 2D splines render in-game?

grim ore
#

you might also have the inventory not be replicated and the server manually tells the client they have X and adds it to theirs locally

modern sinew
#

ok

#

UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to copy C:\Program Files\Epic Games\UE_4.21\Engine\Binaries\ThirdParty\Steamworks\Steamv148\Win64\steam_api64.dll to E:\Unreal Projects\MultiplayerTutorial\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\Steamworks\Steamv148\Win64\steam_api64.dll
Can I just copy it manually?

#

I can't move on with my project until I can get it to launch, and apparently I have to package it to do that

#

but I keep getting package errors ;-;

grim ore
#

have you tried copying it?

#

you are asking if you can but can you?

modern sinew
#

I don't want to break anything so I want to check to make sure messing with files is a good idea

#

I can ty tho

#

*try

grim ore
#

copying a file is non destructive, if it doesnt work delete it

modern sinew
#

Oh, I think I found why it can't copy it. That path doesn't exist. one sec

#

wait

#

it might

#

agh, one sec

#

ok, it said Steamv139

#

trying again

#

WARNING: Skip copying file C:\Program Files\Epic Games\UE_4.21\Engine\Binaries\ThirdParty\Steamworks\Steamv148\Win64\steam_api64.dll because it doesn't exist. Well then what's this??

#

@grim ore Do you know why it's saying it doesn't exist, despite it being right there?

night bridge
#

I tried the blueprint thing

#

But my door opens in a weird way

modern sinew
#

And then when I go to where it says it's trying to copy it too, the file is right there!!

gritty thicket
#

In widgets there is an Image item. How do I put an image in this item

grim ore
#

@modern sinew I do not, I have not tried to use Steam with UE4

#

@gritty thicket If you look at the details panel for the Image Widget you will find the image is under the Brush section. You can set the brush on the Image Widget to change the image

gritty thicket
#

@grim ore thanks

weary basalt
#

Does anyone know off the top of their heads what version Epic changed access modifiers for the network Roles?

remote flame
#

Quick question - making an open world game with around 10 cities. Does it matter performance wise if I use ready - 1 part meshes or buildings that are made from modular parts?

kindred viper
#

depends on a few things really. Scale, draw calls, LOD, etc.

#

even the level streaming distances and such. The general plan would be to reduce draw calls but in some cases the modular approach can actually be a better option via the LOD and streaming distances.

remote flame
#

Thank you! Was thinking the same way but it's counter intuitive thinking - 1 building to load > 1 building to load made from 10 meshes

normal burrow
smoky sonnet
#

anyone know

#

why this doesnt work?

#

how can i apply them

#

ok found it lel

#

thanks

#

โค๏ธ

high jackal
#

Any idea how i can show splines in the game view?

chrome swallow
#

Hello every one. I do not know if I am in the right area, but I will try here first. I like to ask some one here if they may help me to figure why I am totally unable to place any trees or rocks and such on my landscape using a procedural foliage. All the items seems to get placed onto every other thing like my buildings, boats etc., but not on the landscape. Any help would be more than appreciated. I been searching on every forum I can think of and video I can find and still no solution as of yet.

plush yew
#

Is there a way to get and set the vertex locations of your map?

kindred viper
#

what do you mean by map? The landscape?

#

presuming that is what you mean, yes you can do it via shaders. If there is another way in-engine, Im not sure of it.

chrome swallow
#

Or are you trying to figure the vertex of map materials?

tulip helm
#

Which engine version has had the most preview builds?
4.25 is on preview 6. Highest I've seen.

golden condor
#

Hey guys, If I wanted multiple things to happen on Begin Play

#

Can I make have mutliple things connected to Begin Play?

chrome swallow
#

Am I in the wrong area for assistance with landscape issue using procedural foliage?

warped sun
#

Question: Can i have the everything below the hips do an animation and have everything above the hips do another? like some type of override?

chrome swallow
#

Instead of Event Begin Play you can have OnComponentBeginOverlap and EndOverlap, but for your scene you just want it too trigger the text on. Connect them too your Toggle Visibility. Just like the very basic light setup really.

#

Sorry mt on that

plush yew
#

@kindred viper Yes the generated landscape

golden condor
#

I just want both to be attached to to begin play

kindred viper
#

@golden condor depends. You can use a Sequence node, or if you need something to run asynchronously, then you can use the UE async task class stuff

golden condor
#

They both do different things.

knotty vessel
#

does anyone know why my landscape is black? ill send screenshots in a minute

golden condor
#

Lighting?

grim ore
#

@tulip helm 4.23 had preview 8

knotty vessel
#

i dont think its the lighting

golden condor
#

@grim ore you sound like my professor

grim ore
#

@warped sun you would use the layered blend by bone node to do that in an anim graph

knotty vessel
#

yeah it isnt lighting

golden condor
#

So, if there a way to break begin play into becoming attached to multiple things?

knotty vessel
#

everythings connected too

grim ore
#

are your textures on that material set to shared for the sampler type? for each texture

#

@golden condor Functions and events are unique and in a chain. You would want to connect at the end of the first part your 2nd part or as suggested use a sequence node to pretty it up

#

alternately put each of those sections in their own custom event and have the begin play call each event in a row

mint umbra
#

How do I check if my (asset) mesh has a second fullbody UV lightmap with no overlaying UVs?

plush yew
#

@golden condor you can wedge a custom event in there or a sequence

grim ore
#

double click the mesh and look at the UV layout options

golden condor
#

I have to look that up

#

Thanks people.

mint umbra
grim ore
#

that is in a skeletal mesh, so open a skeletal mesh?

mint umbra
#

Its open :p

grim ore
#

so which options? each of those windows has a title you can open any of them from the windows menu

mint umbra
#

Hmm, cant find any UV related options

grim ore
#

that would be a static mesh is why

mint umbra
#

So how would I view it for a skeletal mesh?

#

I legit must be missing something, can't find anything related to UVs for skel meshes in the persona

grim ore
#

well skeletal meshes are not static therefore overlapping uv doesnt matter

mint umbra
#

Oh okay

grim ore
#

overlapping uv is only an issue, same with lightmap uv channels when using lightmapping which is only for static meshes

mint umbra
#

Aaah, thanks for clarifying ๐Ÿ™‚

lusty rampart
#

anywhere good to go to find people to pay for UE tutoring?

normal burrow
craggy perch
#

Whenever I play (from pie, standalone or packaged) get this warning for every AI that is placed on the map ->
"LogScript: Warning: Script Msg: No world was found for object (/Game/Maps/TestMaps/UEDPIE_0_TestMap_TMAP.TestMap_TMAP:PersistentLevel.AnimalTest_BP2) passed in to UEngine::GetWorldFromContextObject()"

what could cause this?

knotty vessel
#

does anyone know why theres no falloff?

chilly gale
#

Is there a way to reset the pivot on doors without having to export, it's really a bummer having a mix of some X forward, some Y forward and a lot with pivot in the next paddock (miles from the door) let alone not at the hinge side of the door

half turtle
#

good morning, question how many bits are floats in unreal engine? and are they signed? i am having a blueprint crapping on my game suddenly and the only clue i have, is that my ships speed keeps being set to -1073741824

sour sequoia
#

Do animations effect game performance a lot?

half turtle
#

(this is related to a gravity field that applies force to the ship)

kindred viper
#

lots of them do @sour sequoia

#

you can optimise it tho with anim sharing and things

#

@half turtle that sounds like something went terrible wrong. All I know is UE works to 6 floating points really.

half turtle
#

yeah the terribly wrong is a gross udnerstament

#

now i am thinking maybe i should truncate every single value on my gravity field blueprint to prevent the physics engine from exploding on me

kindred viper
#

what kind of calcs are you doing?

half turtle
#

let me screenshot the blueprint section which i know is causing the issue

kindred viper
#

honestly it looks like a default value to a bad result. ie. not the expected type so it dumped a value

half turtle
#

but i dont see at least in an evident way which exactly is giving up on me

#

i am thinking maybe i should change the gets for fixed variables set at eventbegin and switch as much as i can into ints to simplify the math where possible

kindred viper
#

I would debug it out. Make sure you can see which calc is going ski-whiff. Breakpoint it and see whats up. If it optimises the variables away so you can't read them, just add a couple of steps in between where you can add more breakpoints.

half turtle
#

this is going to be a nightmare isnt it.... this is part of a component that i slap onto multiple orbital objects and they apply their force upon the player ship, sometimes the ship can be under the influence of up to 4 of this...

#

(that is the edge case scenario)

trim pike
#

@normal burrow i was able to catch it mid flicker

#

it flashes to this color or a light yellow when looking at the light direction

#

hm i think i know why

#

its material specific

#

its caused by a mie scattering param i have

#

but it also happens in the sky atmosphere and the old atmospheric fog

idle compass
#

what is the difference when painting a plane using vector painting and landscape painting ? isn't it basically the same ?

kindred viper
#

good question. I think you mean Vertex Painting though. Which I guess is a weighted process where a landscape painting could be pixel based on the material/shader without weighting.

tiny sonnet
#

Is it possible to use buttons inside of a scroll box in UMG with input?

marsh swallow
#

yes

tiny sonnet
#

how

last dove
#

is anyone here familiar with the OWI enhanced vehicle plugin?

#

oops sorry didn't know y'all were having a convo

marsh swallow
#

you create widget and connect the output pin to a add child with target of the Scroll box

half turtle
#

wanna hear something funny... if i print the values... then the game doesnt glitch

tiny sonnet
#

you create widget and connect the output pin to a add child with target of the Scroll box
@marsh swallow

#

i meant like keyboard input, if you press 1, it will use the the first thing in the scroll box, 2 for the second, 3 for third.....

half turtle
#

found it! (the specific actor that is being bogus

kindred viper
#

@half turtle cool. good job ๐Ÿ™‚

junior citrus
#

hi all im new to discord does anyone have experiance with samsung odyssey in unreal engine

plush yew
#

what vfx software can I use to export animations to ue4

#

like an explosion for example

#

is 3ds max best?

kindred viper
#

Blender is great. But yeah you can use 3dsmax, or Maya or Houdini. If you want super pro VFX, probably Houdini has the best workflow with UE. Blender can be an arse right now.

narrow meteor
#

Does anyone know how to allow the player to set their own keybinds when playing?

kindred viper
#

@narrow meteor I haven't done that for a while but Rama had a decent remapping section in his Victory plugin, whether it's still relevant or not I can't say

idle compass
#

good question. I think you mean Vertex Painting though. Which I guess is a weighted process where a landscape painting could be pixel based on the material/shader without weighting.
@kindred viper yup sorry I meant vertex painting hahahaha, what does weight mean ? sorry I am kinda new to unreal

ashen delta
#

Hi, odd question but I was chatting with a friend about UE4 and Iโ€™m sure I once read in the license of the software that you couldnโ€™t develop certain products... like for the military... gambling... Iโ€™m probably wrong as I canโ€™t find a reference to that anywhere now... is that still the case and if so what is the list of restricted context?

#

Ah should this question have been asked in the industry chat?

kindred viper
#

@idle compass if you imagine a set of vertexes, and the space between, then a weight would be how much it affects the space between the verts. Simply, how much influence the paint has between the vert locations etc.

#

@ashen delta It's still true but you can negate it by purchasing a custom license.

ashen delta
#

@kindred viper cheers! I canโ€™t find that list anywhere.. canโ€™t be looking in the right place.

kindred viper
#

should be in the EULA

ashen delta
#

Thanks again!

idle compass
#

ah I see so which would u suggest, vertex painting or lansdcape painting ? @kindred viper also another question, why does my teselation is stopping at this stage ? like it won't go more detailed

kindred viper
#

Im not a landscape guy, but I would guess the tessellation is based on the resolution of your original landscape. Not sure. As for which I would suggest for landscape painting, I simply goto the Editor Modes and start there. I don't really do it though, someone else could advise you better than I

ashen delta
#

Ah itโ€™s in the change log... different now... quote: Removes restrictions on use of Licensed Technology (a) in lawful gambling-related Products/activities and (b) for operation of nuclear facilities, aircraft navigation, aircraft communication systems or air traffic control machines, or for military use in connection with live combat.

kindred viper
#

strange reversal. But I just made a slot machine so I ain't arguing.

tiny vigil
#

does anyone have experience with the Tropical ocean tool from the marketplace and if so how do i make my thirdperson character appear floating when underwater not walking underwater

tiny sonnet
#

Is it possible to use buttons inside of a scroll box in UMG with input? meaning, , if you press 1, it will use the the first thing in the scroll box, 2 for the second, 3 for third.....

#

i couldnt rly find anything

kindred viper
#

@tiny sonnet Yes by over-riding the key event for it. Check the Over-ride functions in the left hand menu. You will find OnKeyDown and you can check which key was pressed and what to do with it. If you know the widget has focus, then do something. etc

tiny sonnet
#

over ride functions?

kindred viper
#

You can also go the C++ route and do some custom FNavigationConfig trickery

tiny sonnet
#

im sticking to bp for now

kindred viper
#

then check the left hand menu where the events/functions are and you will see a little drop-down for Over-Ride

tiny sonnet
#

found it

#

@kindred viper but how can i use this with a scroll box i dont understand?

kindred viper
#

well I could do it for you for ยฃ250

tiny sonnet
#

i will pass

kindred viper
#

thought you might ๐Ÿ˜„

tiny vigil
#

ok so where are the locations of the assets downloaded from the marketplace

tiny sonnet
#

epic games launcher- libaray -> scroll down

half turtle
#

what would be faster, to calculate a float - float, each tick or to read the value of a variable?

kindred viper
#

Once you are in the over-ride graph. You can check which key was pressed. You will want to keep track of which Widget has the current focus, and if its the focused widget, and the key pressed == "1", then do something otherwise just do nothing or something else

#

@half turtle read var

half turtle
#

okay

kindred viper
#

and use events, not tick. Unless you are doing some physics stuff of course

tiny sonnet
#

kk

half turtle
#

it is physics, a gravity well

#

i know, tick causes a lot of overhead

kindred viper
#

hmm. I cant say for sure, but you can probably reduce it with some interpolation. I'm sure you're on the case tho

half turtle
#

i found the node that is giving me my bug, rather my 2 nodes that together are bugging out

pulsar badge
#

Can you not transfer blueprints?

#

to a different pc?

#

because its not coming up for friends pc

kindred viper
#

yeah of course tou can

#

*you

pulsar badge
#

why isnt it coming up

kindred viper
#

depends how you copied it

pulsar badge
#

went to the file loaction

#

nvm fixed it

#

:

#

<

#

:<

kindred viper
#

yeah but if the blueprint has dependencies with assets, you need those too etc. Migration is the key method

pulsar badge
#

forgot to save it lol

kindred viper
#

hahah

tiny sonnet
#

if your casting to a UMG as the player controller, wut would be the Object

plush yew
#

Lots of people asking about Chaos and if it works yet (myself included as of yesterday). Just FYI in case anyone is curious:

I compiled both 4.25 and master branches --

  1. chaos seems more stable when creating destructible meshes but still tends to crash occasionally.
  2. physics are useless -- i can place a cube in the air, watch it fall to the ground and then it just slides around erratically until it either falls through the floor or breaks into pieces... if it breaks into pieces the chunks slide around as if on ice (the ice cube effect people keep referring to)

I figured fortnite was using master which is why i attempted to get it to work there. Guess I'll have to keep waiting ๐Ÿคทโ€โ™‚๏ธ

kindred viper
#

@plush yew the second issue sounds like physics assets problems to me. no friction.

plush yew
#

that's what it looks like -- I don't know if its a matter of playing with settings or if its just fundamentally broken right now

#

when i add a chaos solver to the scene and associate it to the object, the object just falls through the floor (ignores collision)

kindred viper
#

I heard it still crashes somewhat. Hence my reticence to use it right now

plush yew
#

yeah i started playing with various settings on the cube the engine crashed (multiple times).

#

i'm very curious how they got it to work in fortnite. i thought those fixes would have been rolled into a public branch but idk how the internal teams work... maybe its just a matter of finding the right settings for your objects? I'm going to mess with it more tomorrow

half turtle
#

the distance vector is giving me a value bigger than 50k, the radius of the collision sphere is 50k exactly, so obviously the game is reading a position of the actor even after it left the sphere it is overlapping. after this is done, it has to divide this value, but because its getting a value bigger than 50k, the division gives a value bigger than 1, then a subtraction afterwards turns negative and this number gets its squareroot... (Which blows up)

kindred viper
#

@plush yew Are you sure they use it in Fortnite? I mean, that would be a critically important decision at the very least.

plush yew
#

someone in another channel told me yesterday that this is the case @kindred viper -- I looked around on google and only saw people who play fortnite saying that it was added in a recent update... but i don't trust this info at this point

#

unless the internal team has fixed it and hasn't released the code -- but that seems unlikely to me. again, i'm not sure how they work -- maybe they work from private branches and merge back in to master eventually

kindred viper
#

Well it could be the case as Fortnite is gonna be a custom version of the engine, not the released one. Perhaps they have better luck with Chaos for that than in the generic build.

manic pawn
#

does fortnite even have any physics ?

normal burrow
#

Lol

#

All those structures and stuff itโ€™s probably really good at sweeping and tracing. Havenโ€™t played it though

manic pawn
#

should put that to the test by spawning 5 million boxes

#

physx does fine with that

normal burrow
#

Non simulated?

manic pawn
#

ye

plush yew
#

in the object's chaos physics > collisions > implicit type switching from "box" to "sphere" fixed the erratic bouncing around issue

normal burrow
#

Iโ€™d be surprised it it doesnโ€™t just use mesh collision all the time in fortnite

manic pawn
#

I made 60 million colliders before and it still kind of worked

plush yew
#

"none" crashes the engine lol

manic pawn
#

but the memory usage was very silly

#

maybe chaos will need less than 1.5GB ram per million colliders?

normal burrow
#

Maybe

#

Are we still on preview 5?

manic pawn
#

6

#

insights still broken

#

I like the "chaos include level 1" stuff they added

#

someone noticed including the over engineered chaos template code in the engine kills the compile time so now doing that is a compile error, you may only include the template-less api wrappers

normal burrow
#

Oof, they donโ€™t do templates right

manic pawn
#

ye the right way do templates is to not

kindred viper
#

never made a template myself. Never had to. But im interested in knowing

spiral island
#

where should I ask about a problem with creating a material? #blueprint ?

kindred viper
#

I think dump them questions in #graphics but yeah its not apparent. You could ask here tho. Its a generalised unreal help chan so someone might know

slim horizon
#

when adjusting the offset of a material's UV, how can I make sure it doesn't loop back on itself?

#

so if i'm doing it on an alpha for example I can push it in a direction leaving just blank area in it's wake

normal burrow
#

You can set the textures wrap mode to clamp

slim horizon
#

in the source texture?

normal burrow
#

Yeah

#

Could also clamp the coordinates with a. Clamp node but prettt sure wrapmode is more ideal

slim horizon
#

set that to the textures associated with these blinds but when i offset it upwards it still loops if you see what i mean?

normal burrow
#

Your trying to not draw blinds there?

slim horizon
#

yeah

#

so when I adjust the offset far enough upwards they'd dissapear alltogether in theory

normal burrow
#

Idk enough about the texture but if itโ€™s set to clamp for repeat there it wouldnโ€™t be looping

slim horizon
normal burrow
#

Ye

slim horizon
#

idk then lol

normal burrow
#

What does the texture look like

slim horizon
#

with a seperate opacity texture

normal burrow
#

You sure the uvs are offset in that picture?

slim horizon
#

in which one the one i drew on?

normal burrow
#

Point reacted to it

slim horizon
normal burrow
#

You have an modulo in there?

slim horizon
#

an fmod?

normal burrow
#

Yeah in the material, a thing that repeats numbers

slim horizon
normal burrow
#

Is the offset set to something not 0?

slim horizon
#

it's set to 0 by default I adjust it through the instance

normal burrow
#

Does it move?

slim horizon
#

Got it sorted, textures were clamped at their source but not in the material editor where i had them as Param2D

#

Thanks for the help

hollow raven
#

Why is my N key not working for snapping to the ground?

fleet cedar
#

@hollow raven by default it's bound to "END", try restarting the editor as well

obsidian nimbus
#

that window/ blinds shader looks dope ๐Ÿ™‚

plush yew
#

The whole blackboard AI system is something I'm still learning. I've been storing variables on my AI blueprints, not in the blackboard. I assume that's inefficient? Because if the blackboard's intention is to store keys then I assume that must be the more efficient way to store data for the behavior tree, right? At the moment if I want to get something like, "is running" I cast to the AI blueprint from my behavior tree and read that variable on the blueprint. But would it be better to simply update the key on the blackboard every time the value changed?

#

I think I answered my own question, it's gotta be. Because casting is not very efficient. So right now I've got a decorator that is constantly casting to my AI blueprint checking a boolean, but it'd be better to have it simply check the value of the key on the blackboard

#

Is that right?

merry pilot
#

Anyone have any MOCAP equipment

tacit onyx
#

@plush yew Just curious, how is casting not efficient?

plush yew
#

that's what I've been told. Rather than just reading a variable it's performing a cast and apparently casts are inherently inefficient compared to just grabbing a variable or using an interface

kindred viper
#

the variable would be typed though. Which means you are stuck with the type. So it's a case scenario. What if you use base objects to pass around and cast them as needed. That way you can save a lot of casting. Or using Interfaces. Casting is a necessary evil, if you think of it like that

plush yew
#

I've just been told to use interfaces instead of casting wherever possible, especially since I've got over 100 ai running around at a time so optimization is pretty important

tacit onyx
#

The only part about casting that should affect performance in any negligible way is an impure cast used to check if the cast succeeded or not. Even then, it takes a LOT of it to notice. One impure cast is worth about 0.0008ms on my machine. Takes casting 5000 times for me to lose a couple milliseconds.

plush yew
#

And in the cast of this blackboard I imagine setting a key once and then checking that key's value is cheaper than constantly casting and checking, right?

kindred viper
#

yeah if you end up chain casting to determine an object, then it can get messy. Thats why Interfaces are good for negating that. But if you are just casting once, expecting the type, its nothing

plush yew
#

Oh that's good to know

tacit onyx
#

In general, you should use the blackboard for constant checkup of information yes, but casting isn't nearly the issue performance wise as people make it out to be.

kindred viper
#

you probably find people who have discovered that they were casting too much, and optimised it away with some other method, but its all relative to your project. I just don't worry about it, in fact I cast more than I need often, just to ensure nothing breaks.

plush yew
#

Oh awesome, yeah that stuff normally goes over my head and a few months ago I was on here and everyone was discussing how casting was a crutch. Good to know I can go back to using it rather than bouncing stuff back and forth with interfaces

#

I'd much rather cast > run function than send an interface message, receive the message, and send info back its so tedious

kindred viper
#

its one of those things that gets people confused a lot too. It's a little confusing to people at first

#

it was with me too

#

@plush yew I prefer interfaces if I have many objects to deal with. Then I don't need to write the cast in my code. I can do it via the interface function. Which frees up my logic so if I change classes, I dont have to go digging around and refactoring all the cast class types

plush yew
#

ah yeah that seems like a pretty good scenario for using interfaces over casting

half turtle
#

personally i use a mixture of interfaces and casting, casting mostly if i need important references, otherwise i use interfaces

tacit onyx
#

You can test this yourself. Make an actor array, spawn thousands of a testclass actor and put them in their actor array. Get a variable from the actor class and set it in another array, then do the same thing with a useless cast to the test actor class before getting the same variable from that cast. Impure casts will be negligibly slower, pure casts won't touch the performance.

half turtle
#

i dont need to know what kind of spaceships i am applying gravity to, for example, so is ideal for an interface

plush yew
#

Yeah that's definitely good to know. I rarely ever have failed casts

kindred viper
#

I dont think many people have failed casts who know what they are doing. They tend to know its that class before, and only need the properties from the class type

plush yew
#

Here's something I'm not super confident on even though I just got it to work: I used a blackboard key variable for the first time. I named the variable after the key that I was using in my blackboard. Does it just automatically make that connection? Because I never set the value or anything. I just matched the name of the variable to the name of the key and my task started working

#

and here's a decorator doing the same thing

tacit onyx
#

That messed with me when I dabbled in AI too, never got far enough to go look for that answer and lazily just used names to set and get the values. Wouldn't mind knowing how the key selectors work, myself.

fallen marten
#

@plush yew yeah keep the names the same and make them public. When you use services, you can assign your keys from the blackboard to use, to match to your key values in the service

golden condor
#

How do I get to reference a variable from a blueprint in another blueprint?

#

I want to get the current health from the player blueprint into a spikes blueprint

runic fern
#

in the other bluepront " get player character " then Cast to Your Character

#

from your charcter drag a wire and write " Get CurrentHealth "

golden condor
#

This is the spikes blueprint

runic fern
#

from as ThirdPerson Character Drag Wire and write Get Current Health

golden condor
#

And it worked

#

I just needed to change all the "current health references" to the right one

#

From the new node

#

Thank you @runic fern

runic fern
#

Welcome no worry

golden condor
#

Now just gonna switch it around for a heal pickup lol

#

Just gonna add instead of substract

hollow raven
#

@fleet cedar Nope, can't even when I make new file

runic fern
#

get 2 nodes from third person character reference one of them " get Current Health "
and 2nd one " Set Current Health "

#

From get current health drag wire and add the amount you want to add

#

and from result of add connect it with set

tacit onyx
#

@golden condor I strongly caution against using a second class to change values in a first class when it's not completely necessary. Call an event or function TO the first class, FROM the second class's reference of the first class, and send the damage amount as an input, and let the class change it's own health.

sweet thunder
#

Hey, I just started using UE 4. I created class that derives from component instead of actor. I tried to delete the file but ue 4 is generating that file every time, I tried to change the derived class but that does not work. How can I delete the c++ class in ue4?

runic fern
#

You can delete it many ways from Visual studio or from project files -> Source

#

but better to delete it from Visual studio and build and save

sweet thunder
#

I deleted rebuild and they are still shown in ue4 editor. (I deleted it while vs and ue4 closed). I even regenerated visual studio project files and the class is still present in editor

runic fern
#

try to delete saved file

sweet thunder
#

i think you might have to also delete the intermediate folder
@plush yew also did that. Forgot to mention

runic fern
#

Saved and Intermediate

#

did you tried to delete Saved ?

sweet thunder
#

I deleted both of them. Regenereted vs project opened it build and closed and opened the ue4 and the class is still shown there. The both .cpp and h files are deleted.

golden condor
#

Is there a way to cancel mark for add on PerForce?

#

Like, I marked for add an entire project by mistake

runic fern
#

Baski

#

Go to Source File and look for the data you want to delete

#

delete it and generate the project file again

sweet thunder
#

There are no cpp and h files now but they are still in ue4 editor when opened. I will try to remove everything that can be removed and restart everything. hope it works. I wonder why is not easy solution for this..

runic fern
#

wait

#

in your solution you cant see the file right ?

#

the .cpp file

sweet thunder
#

there are not, Not on disk in trash or anywhere. Only thing that left is icon in ue4 editor that there is class like that but when i copy file location it says no path available because there is no file like that.

runic fern
#

you are not using any source control for this project right ?

civic lance
#

Hey guys, is it possible to code up an event to happen in your current scene with c++? Like, I want my objects to become visible only if the firstpersoncharacter (the camera) is within a certain distance from it?

green venture
#

When you click launch it cooks the game, is there a way to re-launch the resulting game, without re-cooking it ?

#

Even if I do no change it seems to need to re cook everytime

#

it rebuilds executable

delicate needle
#

Got an issue. I have an sm that has a BP with an array of materials that can change. This works, and has always worked, switching the materials around. I've cooked to EXE before, and this has worked. Now it stopped working. I understand if there is a BP bug, you guys can't help, but is there ever any other reason why this wouldn't work on the cooked EXE (but does in editor)?

#

I should clarify as well. Some of the materials will show up on the SM, others will not. I am trying to rule out any non BP issues, before I go into full blow debug panic.

rocky radish
#

idk where to ask this, but is there a way to have 2 different parent sockets in a single component?

half turtle
#

how are two dimensional arrays called in unreal engine?

half turtle
#

can someone clarified some questions to me about structures in unreal, if i change a structure somewhere, does it change for any actor that is using said structure?

#

are they like a shared inventory? or are they instanced?

sly coyote
#

@half turtle I just made a character creation system that uses structures to store the costumes... Their instanced... Meaning you can use that structure on multiple things and they all have their own version of it

#

My character creation umg has a preview window that's a separate character model, I pass a structure around by reference and alter settings in that costume structure

golden condor
#

Why would the package manager say "file name is too long"

#

This is one of the weirdest issues I ran into

sly coyote
#

Once a player's happy with their costume.. I set the costume on the player character equal to the costume on the preview character

golden condor
#

Why would it care about the file name anyways?

sly coyote
#

Only time I've ever had that issue with file name was I put an entire directory path when I was fetching a file... And unreal engine wants to look in content folder so it's spit back that error

golden condor
#

I dont get the error

midnight gate
#

is theres a node that sets actors position and rotation inside the level

sly coyote
#

Yes...pull off the actor and set transform

#

You can then split the pin

#

Or pull off and break

#

And it has scale, location and rotation

#

Or that

golden condor
#

Thank you @plush yew

sly coyote
#

Make sure you pull off the actor variable, or it might target something else and cause you grief hooking up

#

Or self, it it's altering itself

midnight gate
sly coyote
#

Transform

midnight gate
#

get transform?

#

i only need the rotation values tho

#

but get actor world rotation gives me 9. 0. 0.

sly coyote
#

Yeah...I use it as opposed to rotation and location node cause it gives me all 3

midnight gate
#

instead of 9 1.5 -17

willow plank
#

hey guys is there a way to recompile all shaders again ?

abstract relic
#

Delete /intermediate this is where shaders are stored. Itโ€™ll force it to recompile

sly coyote
#

Gloria check that you're not accessing it as a int...should be a float where ever you are storing it

#

Int is whole numbers rounded up or down...floats allow decimal places

#

Any math that you do with it also has to be float...so if you do blah - blah...make sure it's doing it as floats cause otherwise it drops the decimals In the result..example if you grab that rotation and use a 'int - int' on the x value...then set it to another vector rotation...the x value will lose it's decimals and be set to a solid number @midnight gate

half turtle
#

thanks a lot @sly coyote (the video didnt help (i am in china youtube barely works here)) but the answer about them being instanced was what i needed to know

abstract relic
#

Out of curiosity. Is there an alternative to YouTube for you?

fervent apex
#

Hello! I'm trying to make cinematic using the sequencer but I got an issue. Everything looks grainy while the video is playing, even after rendering. I tried all AA settings but nothing changed.

midnight gate
#

@sly coyote thank you for your tip i already know the difrence betwen floats and ints

sly coyote
#

:) I try to reply in a way that others who might not that stumbled on your question can learn

#

If you're always getting a whole number...somewhere in your code you probably used int -/+ int ....

midnight gate
#

thats true

#

i only recenly found out the difrence

#

also do you know why are my values of get world rotation difrent than in the object

sly coyote
#

You might want relative location and rotation

#

That's based on the exact location and rot that the actor it's called on is

#

The very bottom middle of the actor being 0/0/0

midnight gate
#

but i need actors location in the world

sly coyote
#

Instead of the world 0/0/0 which could be God knows where in your level

midnight gate
#

i dont need local rotation i need inside level rotation

sly coyote
#

If I'm thinking correctly you want to know which direction the character is facing based on how's it's rotated in the world?

#

If so that requires some vector math that uses both the relative and world transforms

#

Like coding a vehicle

ancient lotus
#

click the drop down box and use world instead of local?

sly coyote
#

I think they want to access it in code tho

#

Not just see it

#

Hard to figure out without know what exactly they're using it for

ancient lotus
#

get the root components rotation?

torn shell
#

I'm having an issue where I can't finish any light builds because my editor just closes down the moment it's done (my scene is 3500 objects at 256). I'm fairly sure this is because I don't have enough disk space left on my SSD. Are there specific folders I can safely delete to free up space?

sly coyote
#

That's relative rot...

#

They said they didn't want that

ancient lotus
#

the root should be world I'd think? wouldn't everything inside of it be relative? or is everything inside the actor relative

sly coyote
#

The relative rot is based on the root rot

#

Yes

#

When you grab the relative rot...it returns whatever the roots rot is..you are correct

ancient lotus
#

my mistake, what I meant was I thought the root component held rhe world rotation and everything inside was relative

sly coyote
#

It has access to the world yes...but it has its own relative... everything in it is relative to root

#

So you're not wrong

delicate needle
#

Got an issue. I have a static mesh that has a BP containing an array of materials that can be swapped for what appears on the SM. This works in the engine when played, but most of those materials no longer load when I cook into a windows EXE. It used to work 100% in the past, with previous cooks but it now has stopped working. Now, I understand if there is a BP bug, Iโ€™ll have to work it out, but is there ever any other reason why this wouldn't work on the cooked EXE (but does in editor)?

#

Also, I did rebuild by shaders, by deleteing my DDC and opening the project back up.

#

If I did, it would have been done by accident. How do I check that?

umbral ferry
#

i don't have matine legacy

#

on my UE

#

why

manic pawn
#

why would you need matinee in 2020

umbral ferry
#

bc i follow tutorial?

#

how i do

#

@manic pawn

manic pawn
#

find a tutorial that isn't from the stone age

umbral ferry
#

it is virtus tutorial

grim ore
#

Matinee was removed in .24

umbral ferry
#

how i can do the animation now

abstract relic
#

Good riddance. Matinee was terrible

grim ore
#

if you are trying to rotate a door with Matinee first dont do that, 2nd look at using Sequencer if you really want to do that, or 3rd use Timelines or another system inside of blueprints to do it.

umbral ferry
#

sequencer is master sequence?

grim ore
#

If you are just trying to move an object in the world with that system then it would be a level sequence

abstract relic
#

(Some say donโ€™t use virtus though I have nothing against the dude)

grim ore
#

almost all learning material has some merit even if it's to show you another way

umbral ferry
#

@abstract relic why

#

@grim ore learning material?

grim ore
#

material you learn with. Video tutorial, documentation, written lessons, etc.

umbral ferry
#

how i can do i moving platform then

abstract relic
#

Bad approaches, misinformation, flawed systems. Iโ€™m of a philosophy of learning a topic from as many different resources as you can. Virtus is good at making something seem less scary, which is great for those dipping their toes into development. Not so good in instilling good practices however

keen moss
#

I am looking for info on how to host an unreal exe online and steam it thru a website, most documentation talks about creating a multiplayer server, that's not what I need. Is hosting an exe online and streaming it furioos style possible? Is there simple instructions somewhere?

#

And pixel streaming only seems to work on LAN

#

I'm not a web expert sadly

delicate needle
#

@grim ore Do you know if the editor does something, like cache materials and textures... but if there is something wrong they wont load on cook?

#

I'm having materials on an object not loading after cook, but showing up in playing in the editor.

grim ore
#

pixel streaming works fine over the internet if you set it up properly

#

@delicate needle by cook do you mean when packaging and playing the .exe?

delicate needle
#

@grim ore yes

keen moss
#

@grim ore is there some ELI5 type simple documentation somewhere on how?

plush yew
#

hello guys I have no enough space on my disk C to install vs 2018 on my pc, can I install it to other disk?

grim ore
#

Materials have permutations and optimizations and one of them is which items they are compiled to. By default its set to auto but it can get messed up if say you applied a material to a static mesh then tried to put it on a foliage actor. It editor it might look fine while in packaged it will be grey. Check the material and find that section and do something like make sure its checked for the type you want to use or uncheck auto then recheck it and re apply it on the item you want it on

#

@keen moss the documenation on the website should be fine. If using mobile or over the internet where a router is in the way you will need to use atleast a STUN server and possibly a TURN server if using mobile

#

@plush yew there is a part of VS that will want to live on the C drive, free up space or dont install it

plush yew
#

I need it, I have no more things to deinstall for free space @grim ore

grim ore
#

then you cant use it

plush yew
#

ok

#

xD

delicate needle
#

@grim ore The materials exist in an array, part of an BP, that also references and applies those material choices to an BP. Specifically its 9 marble materials on a counter top. All other instances of this BP are doing their job proper, but this one instance is not, thus ruling out a BP error. I'm confident the issues is something to do with the materials, and not loading because they some how lost references to their texture components. They all look fine in editor, so I am confused.

grim ore
#

I've had VS, UE4, and windows installed on a 128gb SSD so its doable

#

@delicate needle look at that picture i posted, compare your materials and see if the broken one is different. or force it's usage

#

the other alternative is to remake it from scratch and see what happens or duplicate one of the other ones that you know works and change its textures

plush yew
#

ty I will try to do it

delicate needle
#

@grim ore The image showing "usage"?

grim ore
#

yes that is on the material

plush yew
#

ok I did it

#

now I need to install the packages for ue 4

#

which are they?

#

@grim ore

delicate needle
#

@grim ore I'm not seeing a usage rollout.

#

@grim ore Remaking it is a doable solution at this point, I'll test that now

grim ore
#

open the material, scroll down in the details, no usage?

#

@plush yew depends on what you are doing. if just working with C++ and not compiling the engine then the game dev with C++ stuff is fine

delicate needle
#

Nope, I think the I'm using a custom material thingy from someone else.

grim ore
#

are you look at the material instance?

plush yew
#

I need to package the game but it requires vs in future I will write code in C++ so what I need?

grim ore
#

packaging does not need VS, only if you work with C++ would you need a compiler like VS.

plush yew
#

I can't package the game

delicate needle
#

Actually, this might be a quixle material now that I think about it

plush yew
#

the game is only in bp-s

grim ore
#

if its only BP you dont need VS

delicate needle
#

AHHHH

plush yew
#

so?

delicate needle
#

I found the Use with skeletal mesh button was off on the master parent material. Have NO idea how that was off. I guess with that on I should recook? @grim ore

grim ore
#

Hopefully that fixes it

delicate needle
#

Fingers crossed

grim ore
#

yeah change it, apply and save it, then try again

#

@plush yew then it looks like you have something in there that uses C++

#

install the Game Dev with C++ stuff in VS and see if it fixes it I guess

runic fern
#

Hello Mathew GoodDay

worldly axle
#

Hello, i want something to happens whenever my actor is clicked. I tried this, but either it gets printed every time, either it dont . doesnt matters if i click on my actor or not

plush yew
#

can I delete them?

grim ore
#

if you want the engine to stop working, yes

plush yew
#

no

#

I want to delete the stuff that are related with c++ csu I can't install vs now

runic fern
#

xD

grim ore
#

go to the bottom right of your content browswer, go to the options there, uncheck show Engine content and show plugin content

delicate needle
#

@grim ore Thank you so much, 100 times. That worked. I have no idea how that got turned off.

runic fern
plush yew
#

ok

#

nice that you help me

#

the 2

grim ore
#

@delicate needle it might not have been turned off. If you put a material on something it auto assigns it to that, say a static mesh. then in the future if you apply it to the skeletal mesh it sometimes forgets to assign it to that type

plush yew
runic fern
#

Yes but don't try to delete any folder exist in the engine its will break it

plush yew
#

ok

#

won't do it

#

tell me which thing I need to delete cus I can't install vs

delicate needle
#

@grim ore Do you think that the "problem" occurred when I used quixel bridge to import?

plush yew
#

and I can't package the game now

grim ore
#

we dont know what you put in your project to cause that

plush yew
#

ok so what to show you?

grim ore
#

@delicate needle it might have, it might assume the quixel stuff is for static meshes

runic fern
#

you need the vs almost 99% when you package

plush yew
#

I added the xsolla plugin but nothing

runic fern
#

because maybe you have plugins that need to compile or you have other data need to be done with vs

plush yew
#

also I did this with random generating the name ๐Ÿ™‚

#

I mean I want to get the old UI of the xsolla plugin but I saw it is for 4.21 version I have now 4.24.3-so what I can do to get this old design of the plugin?

grim ore
#

ask the designers of the plugin

plush yew
#

ok

grim ore
#

the Xsolla plugin says it requires Visual studio so I would guess it is a source code plugin and that is your issue

runic fern
#

Mr Mathew

#

i wanna bother you with small question

#

I have these function that running the gamemodes as we talked before one after one

#

but in the middle of sequence im getting the first mode its running again

#

the indexes like this 0,1,2,0,3,4 or 0,1,0,2,3,4

plush yew
#

ok so if I disable it now this plugin cus i can't setup it will I can package the game?

grim ore
#

@worldly axle you are telling it to print every tick, if you want something to happen when something is clicked your actor on clicked event is fine. You need to make sure in your player controller it is set to allow clicking

#

@plush yew we dont know, you have to try it.

plush yew
#

it is disabled now the plugin and now I can't package again -hmmm

#

๐Ÿ˜ฆ

grim ore
#

@runic fern you are inserting a 0 in your event begin play, any reason why? or inserting something in there any reason why?

#

pretty much on every begin play you are updating the array any reason why?

dusty cypress
#

Hi, I am creating an interior sort of apartment (all a square) and for some reason, some of the walls are super bright. The room is supposed to be dark but when some of the walls are bright, it ruins it. I rebuilt the lighting many times, checked for cracks in the ceiling meeting the walls, etc. Any idea on how I can fix?
edit Solved, changed lighting quality when I built the lighting.

runic fern
#

Im Inserting the first gamemode will start

#

because the player can choose multiple mode and can choose which mode to start with

#

so the mode to start with im inserting that in 0 index

#

so the first mode to start with will be 0 index and the rest will work normal

grim ore
#

so its always supposed to be in order but the one you want to run first should be first?

runic fern
#

Yes

#

its working like this but 0 like running twice for somehow after 2 or 3 incrementing

grim ore
#

what blueprint is this begin play and code in?

tranquil trench
#

What's the beat way to make a inventory system like fortnites (c++)?

runic fern
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yes first im running this function without incrementing the index

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and 2nd time will run with incrementing

grim ore
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yeah i am slowly figuring it out, it just seems super complicated

runic fern
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yes ๐Ÿ˜„

grim ore
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but regardless if your original array is 0,1,2,3,4 and you just insert 0 at the beginning then your new array would be 0,0,1,2,3,4 right?

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your first item would be your selected game mode, you never really removed that game mode from your array so it will repeat

runic fern
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yes i never removed

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but its getting like this 0.1.2.0.3.4

grim ore
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you need to debug it then between loads. watch the input array and step thru it as it goes thru

gentle nebula
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hey there all! i'm trying to get back into unreal after not using for for oh, two or three years or so. among other things i wanted to make a webgl app with it - imagine my surprise to see that the html5 export has been deprecated?! does anyone have any insight into what the status of that community module is? are people actively working on it / is there a community behind it or is it basically DOA?

grim ore
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after your begin play when you insert, what does it look like before you update the game mode basically

runic fern
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i will debug it

grim ore
runic fern
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this is the result normal

grim ore
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well that would be a local function that just turns your enum into an array right?

runic fern
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Yes

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But because im running enum switch so its taking the data from this function and run the specific function according to this information

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So for somehow its switching to 0 index in the middle of loop

grim ore
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then it shouldnt effect anything outside of it, it just sets your game mode and isnt your other array getting changed?

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is your selected modes index array changing or the actual game itself is picking the wrong mode at random?

runic fern
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it does i will show you the result how

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this is how the player selecting the modes i've selected all the modes except runner because he will start with runner mode

grim ore
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but thats correct isnt it?

runic fern
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runner fired twice

grim ore
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yes you told it to

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try that again but check all of the modes including runner, what is the output?

shadow depot
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Hey, i'm new to UE4 and want to know, how i can change particles only been shown when facing the emitter... can anyone help me there?

runic fern
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this started with TDM

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ok i will do that

grim ore
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ok so ignoring that

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why is FreeForAll an option?

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its in your 2nd screenshot but not the first and I dont see it on the list

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FreeForAll is in your 2nd list where it should be in your first but it says Runner instead

runic fern
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Yes its like override it just relised that

limber mesa
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Is there an easy way of sharing a project so others can work on it. The only way I know is github

grim ore
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welp I would figure out that free for all issue it might be point you to it. Thats not an option you have listed. I assume Deathmath is FreeForAll?

runic fern
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oh nooooo i think i wrote it different in one of arrays

grim ore
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@shadow depot #visual-fx or #niagara might have the info you need depending on if its niagara or cascade

runic fern
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i will check it

grim ore
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@limber mesa any source control could work, there are other such as Bitbucket, perforce, or setting up your own