#ue4-general
1 messages · Page 707 of 1
@plush yew Do you get the UE4 crash reporter? Sometimes there's info in there that helps.
after a hit event, i add a delay function, after the delay i need to check if the actors are still in contact, what is the best way to check that?
@real gulch @strange night As i place my Spawn "Ai actor node" and press compile it all crash down
I want that when My Ai zombie dies he spawns other 2 in hes place
am confused why its crashing like that
Am overRiding "Destroy Function"
It allow me to spawn other stuff
but not the same BP
@proper stump I'm not sure there's a way to check if two things are in contact using hits unless you're constantly calling a hit checker or something. what's the exact situation that you need to do this in, because it might be better to use overlaps
@last dove i have a platform the character steps on, i need to perform an action only if the actors stays on it at least one second
😄
im using the 3rd person template character, on some events i'd like to 'push' the character, i see that AddForce/AddImpulse require physics enabled... when I enable that on the character, it breaks, is that normal? what's the solution?
@proper stump https://docs.unrealengine.com/en-US/BlueprintAPI/Character/LaunchCharacter/index.html might work for you
Launch Character
Thanks 🙂
guys, does anyone have any idea why my decal is not showing even after assigning it ?
@lucid magnet Does add pin give you another slot?
@lucid magnet Yes. You can have as many blends as you accommodate for. You could add another blendperbone node after the one you have already and hook it up.
Or Add Pin 😛
ok. because i want them to be attached to different bones
@normal burrow That's not what I was asking. I was asking if the auto reduction for each LOD is a percentage of LOD0 on each or if the percentage on say LOD3 is a reduction of LOD2.
Someone ever used OwnIcon, the icon creator plugin available on the marketplace? I got problems with it, somehow the Alpha channel is inverted
I'm inclined to think it's a reduction from 0 but did not want to assume.
@scarlet birch "What this does is tell when to switch from one LOD to another by equally dividing the percent of screen size by the amount of LODs." From https://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/HowTo/LODs/index.html
How To Create and Use LODs.
If I'm understanding your question right.
Or maybe this is a different value all together.. In that case sorry lol.. It refers to screen size as a %.
Nevermind, I was only asking if the percentage of reduction in level details for world comp is based on 0 or not. I'm fairly certain it is.
Hi, I'm trying to make translucent glass occlude all meshes and only allow the skybox to show through the translucency. I've been having trouble figuring out a good way to do this. Anyone have any input to point me in the right direction? Thanks!
There might be an easier way but you could use a render target on the material using a camera and set it to only show the skybox.
Ohhh I did not think of that, I will give it a shot. Thank you very much!
@abstract relic @strange night @nova mist so i did make another slot a hooked it up in the blend - this slot being from the spine and up. But this for some reason seems to block the animations set for the blend pose 0 from being played... do you have any idea why?
@lucid magnet Not sure, but I'd check into BlendWeight. Docs state: "A value of 0.0 means the Additive pose is not added to the Base input pose at all, while a value of 1.0 means the Additive pose is added fully to the Base input pose."
this?
Not sure sorry, I'd have to play around with it. I'd try moving the ordering around of your pins and see what happens. The blends should be additive, so maybe the bottom one you added isn't doing much for some reason.
I spawn a particle system like this, what's the easiest way to deactivate/stop it?
It's attached to the mesh
Looks like you're attaching it, can probably just Detach.
does the SpawnEmitterAttached function return anything? perhaps a particle system component you can save for later?
Seems like that's the way to go. Just a tiiny bit annoying to have both the particlesystem and the particlesystemcomponent. Would prefer to be able to reference it without storing it. I'll give it a shot
well if you dont store it how would you reference it later to talk to it?
spawn emitter attached creates a particle system component, that is what it does
I figured since it was attached, maybe there's a way to reference it via the rootcomponent
sure, you can walk thru the children and find it
Like a GetAllChildComponentsOfClass etc or the like
assuming its the only one
A bit tricky when one is particle-system and one is particle-system, component
Sorry for intruding. Im very very new to unreal and just trying to find my way around. Can you use the free assets on epic games store commercially? I guess im wondering can you use the free vegetation assets in your final game?
you can do get components by class on the root if you want but it seems silly if you already have it to go looking for it later
@valid shale There is usually a license for every pack, I would check that first to be sure. My interpretation is yes
thanks so much
MathewW i been trying to spawn the Same Ai actor as it destroy in its same place Using overRide destroy function to Spawn the Same Ai Bp again
But for some reason as i hit compile
the whole ue4 get crash
I can spawn anything else but not the same BP
Am i missing it up 😄 ?
are you accidently causing a loop for some reason? the ai dies so it spawns itself in which kills itself which spawns itself in which
MathewW i still didnt start the game
seems odd to have it respawn itself tho
As i hit Compile
the whole thing gets super lagie and it crash
Am trying to spawn 2 other zombies in its place
as he dies ;d
what does your code look like?
@grim ore It did work just storing the UParticleSystemComponent. I found the deactivate option, which stop the emitter but keeps the particles that are already spawned alive.
do you have any other code that would matter such as on begin play?
MathewW can explain please?
I tried to remove this BP and put something else there like spawn a tree and it works
but not the same bp ;d
I dont know what is in your BP Zombie, when you compile it is trying to load in the zombie BP and that is causing issues apparently
MathewW can you give it a try in your BP if you have a project open?
To try spawn the same bp as it destroyed
Am sure you going to have the same issue some how
I did and no issues
but its just a blank character
first test, try spawn actor from class instead of spawn AI and see if it still crashes
@jaunty ridge is that not expected or do you want it to destroy the particle emitter immediately?
No it's as expected, and works very nicely! It is a trail-effect, so with deactivate I can stop it from spawning more particles but the smoke and fire in the air will stay there. Works like charm.
Was hoping for a quick way to store the reference inside the rootcomponent so I don't clog up the header-file 😛
But it works fine
ah, well you can always just search for it using get component by class if you want
having extra variables around to keep track of stuff is generally not an issue
I didn't find that get method, it was my initial try. Maybe I'm just tired lol.
Yeah it's fine. I just have a "TrailEffect" for setting which particle to play and "CurrentTrailEffect" to reference it.
i think that should be removed from the engine
having a interface to expose a component is more ideal organization wise, if you must do it generically anyways
but it would work of course, to use that
@grim ore Thanks. Yes I've used that one before with luck. I just realised I tried to use it on the RootComponent itself, which didn't work because it isn't an actor. Could've used it if I just called it like a normal function.
That said, I'm pretty sure I might have more particlesystems so maybe I'll just hang on to the reference variable either way.
if its inherited you can deactivate the component but thats aboot it
call deactivate on it or set active with it not active
someone know where i find a fbx format water ?
auto activate is the option if you want to change it in the details panel
if its collision set the collision to no collision
correct, if its inherited its always going to be there
Might want to disable all but worldstatic or dynmic, one of them is what's keeping you from falling through the floor usually..
I take it back, i didnt think you could but you can call destroy component on an inherited component lol. that would get rid of it as well
That's interesting.
yep destroyd the mesh on a character no problem
trying to figure out that other issues now, that is weird I get it to crash every time now when trying to spawn ai from class on a destroyed event lol
its because there is a mesh assigned to the mesh... that is.... weird
no crash log, no errors, just memory increasing till it crashes out lol
ok so who wants to take a guess at this one. Chararacter class BP. Have a spawn actor or spawn AI node hooked up to Event Destroyed. If you have a Skeletal Mesh assigned to the Mesh component AND you have the spawn node spawning in the same class this blueprint is (so BP_Monster spawning in BP_Monster) the editor will hard lock and crash when it runs out of memory
it only crashes with those 2 combinations. No SKM assigned but the actor spawning is the same? its fine. The second you assign the SKM it crashes. SKM assigned but you are spawning in something else or nothing? its fine until you assign the same class then compile
Hello , can i ask , how do I remove specific Widget from another Widget ?
I have Pause menu, what have some widget , but when i want to remove 1 specific Widget i can't get trought Casting to that specific Widget , how do i then Remove widget , what i want to remove ?
( "Remove all widget" NO )
you take the widget you want to remove, and use the remove from parent node on that widget
well you asked how to do it and despite me thinking you cannot you can delete inherited components
cz you see there is a red ERROR thing there?
you need to have a reference to the widget you want to remove. Are you adding this widget at some point by hand (create widget node)? if so save the reference for later to remove it. Is this a widget that is at design time? make that widget a variable in the editor and then you can get it by name from the parent later and do whatever
I have menu , where player can switch betwen screens , when player click on 1 button , widgets on Right Site of creen needs to be Removed and replace by New widget.
If i drag "Obejct" from "Cast to Pause_Inventory" i can't get Refference to that Widget
(Sorry my English and my Skils in UE4)
Let's say...
Player want to see "Map of Area" , then if player Click on Button = it will show Map.
But if player want to see Inventory , i need Remove that map from screen and Place new Widget.
are those items on the right widgets?
or how are you for example showing the map when they cliuck the map button
Friends, I have a question. I'm making a game with the open world, and the lighting in the rooms, very much reduces the FPS. Is there any way to avoid it?
I know it's a whole science, but can there be any tricky ways?
after you create it, before you add it, drag off the return value and save that for later. You can then use that when you remove from parent
how do i save Widget ?
remove does not destroy the widget so if you just remove and then create it again you will have 2 of them now
drag off the return value and promote to variable
this isnt the right way to do this as you will end up with extra widgets and extra variables
nope. rolled my own. #WheresMyBadge
you get the character movement component first
then you check if the floor exists or not, a variable on the component
there is probably other ways too
so i have this blend which only moves my right arm when doing an animation, but would like to player so other animation with the whole body - how can i set that up?
mhm, so check if the floor exists or not
Hello
Im very very new to unreal and still trying to figure things out. I tried to add my first "landscape Material" to my landscape but when I add it, it just turns everything black. Anyway to fix?
for example
If I wanted to launch my character to left or right, how would I determine the vector necessary?
hey if i want to create my own startup movie (an video which gets played on startup) what is the composition size(after effects (x;y)) and is it important? [for mobile]
@smoky sonnet your best bet is to either A. check the docs or B. copy the statistics from the official UE4 logo mp4
Would it be better if my Project Files were on my SSD (instead of HDD) or rather the Engine?
Better in terms of performance/speed
its always better on an SSD. The question is, do you want to write to your SSD that much?
yeah good point
I run all mine on SSD as I dont care if it craps out. I have backups.
Should I put my game project files on it or rather unreal engine 4? do you happen to know what's better? I can't really put both on it, lot of space lol
the engine I often compile on a HDD (as I take a long bath or something) and then move it over to SSD. But sometimes I dont care. Really you get billions if not trillions of writes these days so if you can afford it, use it
Just keep your source control up to date and you will be fine
Alright, thanks
just have a quality drive and don't even worry about it. I've got 48TBW on this drive after almost 4 years as my main drive and the warranty is 5 years or 150TBW so I think I have some time left on it 🙂
and this is my main 1tb drive on this machine and I have done nothing special. probably near 100 engine compiles at this point and who knows how many engine installs and games.
cats are smart
shes not that smart
i was doing something in houdini and she was batting it
then she stood up on the monitor and looked behind it
also short memory 😛
@plush yew not shorter than my own memory 😂😂
Does anyone know how I can achieve this effect? https://www.youtube.com/watch?v=-xvvncRvVCI
wall/box weapon resting (for increased accuracy) should be fairly easy to make from here.
Why doesn't this work? How is the output a float?
For the True static bool, replace that with a scalar parameter with a value of 1, and for the false static bool replace that with a scalar parameter with a value of 0
@hoary locust
but the whole point is to output a bool
You cannot do that with an if node
why does it accept me to plug it in then?
the switch node, for example, doesn't accept anything but bools... why can't the If node do the same?
Idk it's just how the engine works
any idea how to convert a float into a bool then?
I can't output bools in a material function so I need some way to do it
I just realized I can do the If instead of the static switch later, more work but I guess I have to
yeah
I've installed a plugin into my UE4 4.23 folder. The problem is that I can't see any installed plugins for this engine in the Epic Launcher or in my 4.23 game projects plugins menu.
Any ideas? I suspect maybe I have a different 4.23 folder or something but I can't locate any duplicate engine folders searching file explorer
if its not from the marketplace, best is to contact the plugin maker or check their docs
hello im trying to make a third person shooter with un equipped movement witch ive got however what im trying to do is get a pick up system so that guns go on the back and when you pull it out you have a different movement animations is anyone able to help me
no worries I just deleted the engine and reinstalled
How come when I add a mesh to my landscape it just turns out black? Im very new to unreal and not sure why this is happening.
It only happens with the mesh I created
Hey! Kind of new to unreal so sorry if this is a common question but I've come up empty. I've got a cockpit mesh and I'm trying to figure out how to make the joystick in the cockpit moveable. I've got a limited understanding of dynamic mesh interactions. I see that there's a bone for it in the skeletal mesh (there is also a physics mesh and static mesh included), and i'm not sure if I should be exposing that somehow to the user? Or should I edit the asset and make each item I want to move a child component? Thanks in advance.
Anyone know how to hide the "favorites" pane in the content browser? I accidentally added something to favorites and it won't disappear and it's taking up half of my my content browser space 😦
I might just end up deleting saved/intermediate or something if no one knows
So I'm actually angry at how much this managed to screw up my plans
I downloaded 4.25 to use with my project and all is fine and dandy, it compiles with Chaos properly, launches the main UE4 window for project selection/creation
However after compiling my project it creates a <projectname>Editor.exe in the project location's Binaries and uses it instead
However that editor's only action is create the same process and it becomes an infinite loop that takes a few tries to stop using process explorer
Is it something that I've done wrong?
Attempting to start that Editor.exe directly just gives an error with "Plugin DatasmithContent failed to load because <it> couldn't be found"
I don't use Datasmith anywhere in my project, it's not even enabled as a plugin, yet it crashes because of it
If anyone has an idea how to disable all the Datasmith/enterprise modules, that'd be helpful too as they seem to take up a considerable amount of resources
That seems to happen only with my own project, ChaosDemo (4.23 version) runs just fine
can somebody suggest some good unreal engine 4 tutorial youtubers?
Matt wedstien , i cant spell his name. He had 200x 5minute videos. Straight to the point and examples. Search ue4 wtf is -----
Ue4 wtf is box collision for example.
I’m trying to make a hacker game, how would I set up a typing box that does stuff based on the commands the user types?
Guess it's been too long since I opened this project. Taking way too long and the whole machine is choking on it, must be compiling shaders again. It's always interesting to me that when this happens, firefox locks up completely frozen while most other things on the machine keep going to some degree.
is it possible to get light colors and shadows based on a HDRI in octane by using unreal ?
Can someone explain to me why the materials don't line up? i know it has something to do with UV mapping, but i dont understand what that really means or how i would go about fixing it
im trying to teach myself UE4 btw
Im trying to give myself the task of creating a block out and replacing all of the bsp with static meshes
are they quixel materials
if they are two seperate meshes you might need to adjust offsets or tiling
What "No async tick" means and how to fix it? Anyone knows?
hey guys, i'm sorry if this is LOADS to ask, but how would i make it able to attack a player bp, knock them down, then carry them into somewhere? this would work like Dead By Daylight. Sorry.
What’s the best way to add dirt at the side of the road? I tried baking with the tileable road texture itself but it doesn’t tile? Should I add the dirt as a decal?
im experiencing a little problem in painting my landscape. i cannot see any target layers to paint with even through i created material and material instance and assigned it into the landscape. it will be very helpful if anyone could help
@lilac ruin that means something is erroneous with one or more layers that are present on those components
you probably just forgot to connect something
Can anyone tell me how to make a wave spawn system where the spawned actors increase by 10 each wave upto 100/200 waves?
If i download an engine plugin from the marketplace and install it to the engine. Then i create a new project and activate the plugin. i need to do some changes to some of the BPS in in the plugin. When i do these changes it seams to be saved in the engine. in other words, if i create a new project and add the plugin the changes are persistent. Do i really need to subclass the BPS i want to change. and then override everything i want to change?
copy the plugin from the engine plugins folder to your project plugins folder if you want to modify it
Hello gents and gals. I've cloned github repository and successfully build the editor following the instructions but I cannot find the UE4 startup project to run it. What could be the reason? I'm quite new to Visual Studio thus please excuse me being asking the newbie question or asking on the wrong channel.
right click ue4 in that list on the left, set as startup project
yay! thank you very much ❤️
guys I have problem with my project, I used source tree for source control, I had problem with pushing update and I copied my player controller and did it 2 times, then I needed to fix the problem with the pause menu when I unpause to disable the mouse cursor but the problem was that I had 2 controllers-I removed this with less size and now the player generation doesn't working when the script for it is there, other dev of the team pushed update and told me that it is fixed i pulled it and again same shit, I cloned the project and again same shit. What to do?
I am so glad UE4 backs up your stuff.
Just overwrote an entire map I made and forgot it autosaved and backed up stuff and was panicking lol
It’s a thing that lets you store versions inside it. So you can commit to it after a day of work then at any point if you need to go back it’s all there
that's awesome
what to stash? which I mean @normal burrow
I use git very infrequently would be best to see what kind of response you get there
@lilac ruin but i didnt get the layer like you have got the "dirt_layerinfo". i didnt get that
this!!!....i didnt get this inspite of having material and material instance...
and thanks for the help anyways
Hi guys! Does anyone know a way to get this entire list and read the data? Even if unloaded
@lilac ruin this is it
oh shit....pic didnt upload
wait
@lilac ruin
sry for tagging again
nope
thats the problem!!
yes
i see...that would be very helpful
can u dm me the link?
thanks!
the problem still persists and i cant paint without no target layers...😩.
any help will be appreciated 🙏
If you render NPCs in the background then disable them from the scene when player is not close to where the NPCs are multiple times
Does this help with performance or increase framerate issues?
Because its something thats being done whenever the player is away from the NPCs at a far distance
does anyone know how to fix this photoshop import png issue.. for 2d assets.. where the image looks fine in exernal editors, but in unreal the alpha is not hiding the color properly? example, the way it should look
and in Unreal, if I hide the ALpha
and guess what... it actually shows that extra junk even with Alpha applied
it only happens when I export pngs from Photoshop
png export from photoshop is fucked
I want to make a system where it will randomly generate a series of interconnected hallways, rooms, kind of like that one game called SCP:SL. How can I do this? I have found tutorials that let you randomly generate stuff in a grid, but I don't want all my rooms to be squares.
Are there any resources I can look at?
You should first consider the Grid more seriously, and see it it reaaaaally doesn't work for you. You can make some crazy stuff with grids
your rooms don't have to look square at all
look at procedural dungeon generators, diablo style or whatevs style
@copper flicker thanks, i see
looking through some stuff people have posted for free now
sigh
went to docs.unrealengine.com, typed GetValueAsName into the search box and hit enter. Guess what happens? Well, I'm redirected to logout, promptly logged out and then redirected to www.unrealengine.com
really, really annoying stuff
hello guys I have other little problem with the main menu, I added music when the game start music starts, so when I click on the button news and then back to the menu, the music starts again from the beginning and there are 2 music at same time and it is disco-XD how can I fix this problem?
I'm having trouble getting my splatmap landscape material to work, it only colours the ground in one texture - ignoring the colour masks. Can anyone help with this?
Hi guys i would to know how to change the mesh squeleton of EPIC with mine. I change the mesh but why animation i did for EPIC squeleton are not working anymore
my mesh is a compatible with epic squeletton
😉
hello guys I have other little problem with the main menu, I added music when the game start music starts, so when I click on the button news and then back to the menu, the music starts again from the beginning and there are 2 music at same time and it is disco-XD how can I fix this problem?
you have a little problem with repeating yourself too
you can't brute force an answer in here 😉
I will refer you to Sound Cues. They will fix your issue
Does anyone know how to swap the walking animation to have "backward" strafe walking based on momentum of the character?
@plush yew probably with some blend space work
Hey, I'm trying to include an artificial life system in my game (all NPCs and other AI characters, including animals, have finite lifespans and their actions are decided by their traits). What is the best (preferably FOSS) database solution for storing this information between level loads?
Unless there's a better way to save it than a DB, it is just the first solution that came to my mind
I know about blend space stuff but I need to find a way to get the momentum of the player to determine which animation to play
What do you mean "momentum"? Are you looking for acceleration?
@jaunty cedar you could use SaveGameObjects for that really.
Let's say for example I press D to run right, then I press A, it should technically be playing the right run "backwards"
You would use a blendspace for that, unless I'm misunderstanding.
You use a blendspace for playing the correct animation based on the movement direction.
I am doing that right now
I don't think I'm explaining this correctly
I have two types of strafing animations
the "normal" direction where the character pivots his waist towards the direction he is facing and moving his legs in that direction
I'm having trouble getting my splatmap landscape material to work, it only colours the ground in one texture - ignoring the colour masks. Can anyone help with this?
Then a "backwards" strafe where his waist is facing the opposite direction and running "backwards"
You can check this for yourself if you own Battlefront 2 2005 by simply running forward, then right, then running left
it will play a backwards strafe animation
I am trying to do the same thing
sounds like you haven't setup the blend space right then.
ahh it must be working then. GG
jesus christ
So what you mean is, if you've run right and then run left, you want it to be different than if you just tried to run left
You can blend two blendspaces together by the angle between your last movement direction and your current movement direction.
Can I swap blend spaces on the fly?
Also could you send me a video on how to do that?
Or images or whatever
yes, you can swap blend spaces (poses, but these can be driven by the blendspace) by a bool or you can blend blendspaces (well, poses) together by a float value, effectively creating a blendspace of blendspaces, which seems more appropriate because of the edge cases here (moving diagonally etc)
Go into your AnimBP
Go to the anim graph
Drag off from a state machine
Right click
Blend
Pick the appropriate one
Check the docs for anything else
Thank you, I'm going to save this
So @kindred viper a SaveGameObject is more appropriate than using a DB?
Is there not an issue with the high amount and complexity of the data, as well as constantly pulling information about individual characters?
Im not sure about more or less appropriate because I have no idea of your game/structure/intention. But if you just want to keep track of what is alive or dead, you may as well. Unless you have some multiplayer elements that need some centralised data source
An example for the system I have in mind is that there could be well into a thousand NPCs. Each one has information about them - tiredness, hunger, thirst, violence, goals (simple states like retrieve object, kill (npc id), etc), inventory, allies, enemies - and based on this information they carry out objectives in a different way
My eventual goal is for this to create a really interesting form of emergent gameplay
As you play through the world how you play actually effects literally everything
If you slaughter NPCs like mad, the way you experience the game will be different, and on each playthrough you may or may not come across the same events twice, like conflicts between bands of NPCs and competing for an objective
well sounds like a Struct setup for each NPC. If that struct exists for the lifetime of the NPC, may as well store it in an array, and if you need it persistent through sessions, onto disk.
its easier to get the information back from a savegameobj than it is to rebuild the struct from a database or go through the effort of serialization for the database format
could even use a custom data object tbh
I would refer to the KISS method here tho. Keep it simple stupid 😉
True
USqlite might make the DB route easier, but if you are planning on going to a game console I do not know if it will work, since it doesn't use a .sav
it wouldn't make it easier. It would actually make it more difficult.
an SGO is the easiest way
but dont forget, there is more to using a DB than just using one. It needs a setup, the data needs validating, you have to get all technical about it at that point
Yeah, that's fair
Just a thought, but if you start with an SGO, then later want to use a centralised source (via DB) you can always use the SGO and store that in a binary blob. It's already serialised so it saves all that side of it too
Are splatmap masks for landscape materials broken? Mine don't seem to be working.
how would they be broken? they don't do anything special
Well I want my splatmap (RGB) from WM to determine where my texture layers/normals go (grass, dirt etc).
So I should save an array of structs using a USaveGame, each struct containing all of the relevant information about each NPC, whenever switching levels, then load it again on the other side (so to speak)?
But all that happens (after creating each layers info) is the entire landscape gets covered with whatever layer I've selected. I swear I've made it work a long time ago.
@jaunty cedar well the way I see it is create the SGO, then during gameplay just store it in the SGO in memory. Only write it to disk when you need to. Keep it in the GameInstance if you change levels. Then its still persistent. Or if you don't mind the save function occuring between levels you can use that point to save it to disk too. However you will use the original array to work with during runtime. The SGO is literally only that. To store it. Dont use it as a way to access the data directly.
I mean you can, but its all performance dependent in that sense
Thanks
Another issue I have is much more difficult to work out IMO and it is storing destruction information efficiently
I've never done destruction nor a non-linear game that has to be persistent like this throughout its world so a lot of this is new territory and the docs site isn't loading
chaos destruction or apex?
Hoping to use Chaos but I don't know too much about it
ahh nobody does
I can't get to the docs for whatever reason so I can't check if there's anything relevant to this anyways for either of them
theres like 10 people in the world fluent with it :p
Damn
You can snapshot physics destruction though I do know that.
I think it'd feel really immersion breaking and awkward for the player to blow up a house or cleave a whole bunch of trees with a minigun, leave, and then return to the game and the house miraculously be back. How do you snapshot destruction?
its actually a good technique for dynamic destruction flow. You do one physics sim, snapshot certain points, then when influence dictates, you branch into another snapshot to get a fluent destruction effect that seems dynamic but its merely a convergence of data
ask me again when I have refreshed my Chaos/Physics section of my brain. I merely skimmed it when it was first released and I had no docs, so it was like being a blind man at an orgy. I had to feel my way around :p
I stole it from Naked Gun :p
I'm just trying to take the idea of an immersive sim to its logical extreme conclusion in a sense (literally EVERYTHING is based on systems that can interact down to the core) and considering I've really only ever made very linear games it is proving to be extremely far out of my comfort zone
check out the Chaos destruction live stream that introduced it. There were some methods in that video that showed how it worked in a really dynamic sense.
Is there a better method than using splatmaps to quickly texture a background landscape?
How do i make the sound keep playing if im outside the attenuation range? Currently it's looping back to start if i go back in range.
talking about ambient sound
You could save a timestamp in a float and then compare current game time to it to see where it needs to start playing from?
That way it doesn't consoom resources when it is inactive
that's seems overcomplicated. Isnt there some option im missing ?
no idea, I don't really know much about sound in UE4, there might be some handy BP node or something
Hi, all.
When I finish compile something (C++ code, Material Shader...) the windows notification sound is produced(not UE4 sound PPP!!).
Do you know why it occurs and how to fix it?
@terse blaze why don't you use the layer system?
@echo ridge go to editor preferences and enable editor sounds
@sullen sonnet Yeah, it is already enabled.
Not only UE4 sound but also windows sound is produced...
disable notification in windows
is there a memes channel here?
lounge most likely
ok so in ui i don't like how when the user lifts there finger while scrolling it continues to scroll, there is no node in blueprints to stop scroll how can i view the c++ code of the scroll box? in order to change this
if you have Visual Studio installed you can double click it
double click what?
does anyone know how to activate nvidia ansel for unreal? I already googled and used the search function of this discord but that didn´t rlly help me... I found someone saying that I need to kinda whitelist unreal for nvidia ansel but the folder
C:\Program Files\NVIDIA Corporation\Ansel\NvCameraConfiguration whitelisting-everything
doesn´t exist for me. there´s neither an ansel folder nor a nvcameraconfiguration file.
Anyone can help with my issue?
Does anyone know If there is a plugin to UE4 that allows you to copy WHOLE category information rather than tiny part of it?
For example: Transform.
You can copy each part of the transform but not a whole...
so many questions and no one with answers
Loc/Rot/Scale
@heady moon something is using the std library in your stuff it seems
@fossil ore I thought you could, but yeah, that would be annoying. I could do it as a plugin I guess, but I'd need money up front ¬_¬
the correct spelling is "what" but nevermind
I'm following a course
and im also getting errors from string.h
even tho im only using fstring
its the udemy course right
try regenerating ur vs project after deleting .vs & Binaries & Intermediate & DerivedDataCache
hey short question if i try to publish my app where you can buy smth for 1$ or smth like this. do i need agbs or an impressum. or even a one-man business?
I would encourage you to set up an LLC yes. Helps with tax deductions and prevents you from being sued out of your pants
@spare sun yeah i remember when he said that but he only said to delete binaries?
Anyways I'm going to delete binaries
and reopen
he will change his mind multiple times over the course @heady moon
you can just rename or move all of those if ur afraid its gonna break the project
anyways if ur sure im gonna delete them then
@abstract relic I wouldn't have thought you need an LLC for that. You can negate that with public indemnity insurance.
did you setup the paths properly when you created the source files? I believe the default path is one you shouldn't really use
the code i put before
is working and showing something in unreal engine
but i cant edit it.
@echo ridge I fixed this by uninstalling incredibuild, it seems to be caused by it
That’s true. Mobile market isn’t as lucrative as one would think either. Still not a fan of no separation between your business and your personal savings account.
@heady moon are you sure you didnt delete the wrong folders
I was only talking about those
DDC is a stored shader data cache so if you haven't built lighting dont worry
ok I just deleted them, pressed RMB on the .uproject file and selected 'generate visual studio files'. Afterwards opened both .uproject and the .sln and it pretty much works
Solved "to solve your problem, you need to turn it into a cue, and set virtualization mode to "play when silent"
@opaque bronze Thank you sooooo much!!
Resolved!!!🥳
Hi, i need a dynamic sky in my map, i found there exists something called "Sky Atmosphere", but it seems like that is only in 4,24. Is there something that could make dynamic sky for free in 4,23?
like, clouds and all?
aaa help how do i open that place where i can put a sphere or a cube etc. or maybe do geometry editing
i accidentally closed it
its here
hello can anyone shed any light i am loading a bedroom i bought off marketplace but evertime i test play it my player is either on the roof or just below the bedroom when im pressing play it just drops the player ive tried inserting another play start point but to no avail
hello im trying to record Ark survival and fortnite vids but every now and then i get an encoder has over loaded thing at the bottom of obs ive got a GTX 1070 16gb ram and an i5 which my cpu i would think is the only bottleneck within my system in terms of performance but is there anyway i could use a faster encoder or smth or is that built into the GPU
im recording other games but specifically those two give me that message and the videos after recording have momments where the screen glitches and gets distorted and or freezes
@stable sun not really ue4-related, though you could try and ask in #share-your-stream
i know this doesnt really have to do with ue4, but was wondering do you think its ok to link youtube vids that arnt mine in my game? (game will be made commercial)
np
thought i was in obs discord lel
@lilac wedge if they made it publicly available, in theory you can do with it whatever. but I would personally ask them for permission.
what do you mean publicly availbe?
they posted the video online, and if its publicly available (i.e. visable for everyone)
ahhh ok, im not taking credit or anything, just a link that opens a browser to the youtube video so i should be fine but i guess ill ask the video owner just in case!
How the F is it possible that both play in editor and play standalone works fine, but in a packaged build, suddenly the pawn collides with something THAT ISN'T THERE IN THE EDITOR???
(or rather, it's there, and it's in the right place, but in packaged, it's suddenly seemingly somewhere else... or at least its colliders are)
hey guys, i have a problem with swarm
i have set up everything as needed, firewall etc.
the coordinator & 2nd swarm agent are running on my 2nd machine.
when i ping both from my 1st machine it's all fine, stuff can be pinged no problem.
when i ping both from my 2nd machine (the one where coordinator is running) the coordinator ping is fine, but the swarm agent (runnin on the same machine) says something about "ip adress cant be verified".
well i thought its no problem, since pinging is working from the 1st machine.
result - when i try to build lighting from my 1 st machine, in the swarm agent of 1st machine it says about the 2nd machine "waiting for remote to become available" - but it IS available , because pinging works & in teh coordinator the 2nd machine is shown as "available"
so , what else can i do ? 😕
@lapis narwhal make sure your ports that are used by swarm not used by other services
8008 and 8009
@next badger spasibo tovarish.
how do i do that though? i have used the command from this reddit post on both machines:
https://www.reddit.com/r/unrealengine/comments/8wh8i4/lfh_getting_swarm_agent_to_work_stuck_on_waiting/
7 votes and 1 comment so far on Reddit
I'm looking to buy a pack on the marketplace which is for version 4.24 - an assetpack with props. My project is running 4.23 and the creator did not make it backwards compatible. Can I open it in a 4.24 project and migrate, or can that mess up the implementation?
hi I've been working on a project in unreal and ive left it for about two months or so. Now I cant seem to open it, as whenever I open the project with unreal it seems to crash with out of memory
@mint umbra you can't migrate back...only by export-import
Ran out of memory allocating 67108864 bytes with alignment 0
@next badger Okay, but it's possible or would I meet issues doing this? Havent bought the asset yet. - Would I have to export-import each asset individually?
QUESTION: Is there some way to reset Unreal project settings ?
I've messed something up and now my scene is black.
@mint umbra static meshes can be exported, skeletal meshes can, textures - can, materials - NOT (have to recreate the material by hand or try copy-paste), blueprints - CANT (same as materials)
@twin orchid yes, delete "config" and "saved" folders (may also delete intermediate)
@next badger thanks man.
on my 1st machine (work station) swarmagent is listening on 8008.
on my 2nd machine (coordinator + agent) 8008 and 8009 are being listened to.
noother application is using these ports. 😕
@lapis narwhal are you using WINS?
what is WINS? 😮
Are there any good courses out for ue4?
Windows Internet Name Service (WINS) is Microsoft's implementation of NetBIOS Name Service (NBNS), a name server and service for NetBIOS computer names. Effectively, WINS is to NetBIOS names what DNS is to domain names — a central mapping of host names to network addresses. ...
Not beginner ones
@humble meadow topic?
C++
@next badger never heard of it and never used it. i'm on windows 10 "stock".
Any topic will work
@humble meadow Ben Tristem's is good, even tho it starts with basics, you can just skip it, as it covers most of ue4 c++
if there's an object with a native event that is being called.... is there a way that i can by on that event?
blueprint doesn't seem to show that event
@humble meadow and there's one about networking by Tom Looman
Watched both
@humble meadow well, i think those cover all the aspects...everything else is just using the api, and i doubt there any specific tutorials on it (c++)
This is a very stupid question but, in the first person template, I went ahead and disabled gravity on the projectile, but it still seems to follow gravity. Any ideas why?
@lapis narwhal wins enabled even in stock, it's just how it's used...
These courses are focused on basics
What could make an inherited component's Collision Preset to switch away from NoCollision between a Play in editor and a packaged build?
Can anyone please tell me what the difference is between these two sets of numbers for scale are (scale VS brush settings ? It was really difficult to keep track of the correct scale in my last level.
Mainly because the size difference between regular geometry mesh and the primitive mesh that you can make with the modelling tools are different for some reason ?
either way, in my last effort I changed the scale of objects exclusively with the colored tabs and NOT the brush settings .
Can anyone help in networking steam sub system
Just got stuck unable to join server
@humble meadow if you need steam c++ setup, just google one, there are series on that
How would I be able to go about making a color changing health bar, do I need a color lerp, if I do what do I tie it into?
@next badger thank you for the info!
how do i find out if WINS is used and more importantly - how it's interfering with the swarm system? 😕
really man, thx, i really appreciate your insight about this.
@frank oar one is "size", one is "scale" scale is property of all actors, it's inherited by child components etc...size is just custom property for this particular object
@frank oar "brush size" in your case
@lapis narwhal open swarm window, there will be log, change logging to verbose
@limber mesa do you know how Dynamic Material Instances work?
No
What are Dynamic Material Instances in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
Ok, I’ll look into it thanks
Why unity is so popular?
@humble meadow it's older, and it has ability to publish on most platforms...also uses c# and not c++
Does really c# matters this much?
@next badger will it work for widgets, because he is talking about materials?
@limber mesa yes, it does not matter
as soon as domain of the widget material is set to UI one
@next badger thank you for the info!
Do you happen to know why changing the "Brush size" doesnt seem to stretch the base texture but changing the "Scale" does ?
And why, even with the exact same scale ,Primitive box are so much smaller then geometry box ?
I cant seem to find this information.
@frank oar scale is relative, 1 - is how object was created/imported
brushes are parametric, they may be 10 units, 100units ...any value...and have scale 1.
scale 2 will multiply the dimension by 2
static mesh size can be seen in the static mesh editor window
Can we make projectiles move to crosshair from weapon muzzle?
@humble meadow cursor is 2d representation
you can
oh...my bad
@humble meadow
Has anyone here tried modeling trees for Unreal on a per-leaf (not per-branch) basis?
crosshair is iron sight?
Trace Start : Weapon Muzzle , Trace End : Crosshair Trace End
also dont use this for checking hits
just use it cosmetically
We can't do it for hits?
you can but shouldnt
Does anyone know how I would make the scale in this tool match that of the geometry/basic brushes ?
I am projecting my projectiles from camera, so I should hide its mesh and do visual effects showing projectile from muzzle to crosshair?
thank you @next badger Ill have to google that word... Parametric XD
But then it won't show bullet drop visually when firing at long range and will look weird
well bullets are fast
also when you are aiming down sight
it will still be in middle
so it wouldnt look weird
if you hip fire you are not expecting the player to hipfire 2000km away
uw
Does anyone know why a material added to mesh created with this"Add Primitive tool" covers the whole mesh
VS
Creating a geometry brush, where the materials go on PER face ?
Can we compile and run c++ code without visual studio?
Alexey
If i send my project to someone who has unreal engine but don't have vs can he compile and run it
Am having this weird problem i was looking into it yesterday for some reason in my Zombie Ai BP
As i place the Node "Spawn Ai" and i hit compile the ue4 gets super lagy and ends up crashing
@humble meadow I dont know but why
But in other bps work super fine
You had this problem b4?
@humble meadow yes, and no...iirc there were other IDE supported and ither compilers, not sure all of that will work with Rocket(launcher) build of ue4
why not just package it and send it over?
Can there there some be errors related to os config like firewall when testing networking?
@fierce tulip I moved it to the correct channel 😛
when you drag out a geometry brush, should its material be the material you have highlighted in the content browser or am I missing a step ?
@frank oar yes, as soon as this material is for surface
Hey. So my friend claims that he's lost his work. I have no idea what's happened. He claims he's searched his entire PC for it and claims that it's gone (reduced to atoms)
What can he do
@plush yew I looked into it and its a problem with a mesh being assigned when you use those nodes, even the spawn actor node causes it. its a bug
basically if you have a skeletal mesh assigned in that character and you have a spawn node in your destroyed targetting the same blueprint it will loop and crash out of memory
VCS?
@tired merlin use VCS in a first place...
in his case use HDD restoration software, NTFS is a good system, it can restore data in 80-90% of cases
Version Control
is there an easy way that i can bind to OnPhotographyMultiPartCaptureEnd from the PlayerCameraManager in the level blueprint??
i just want to know when the event is raised
Hello all. Can anyone help me with engine scabability settings? I want to set everything to low at launch. I am on a 3770k, 16gb ram, GTX 670 and my editor keeps crashing.
Does anybody know why I'm unable to copy and paste folders in the level sequence?
Heyy so I was trying to implement a feature where the player regens health over time
but with a delay after taking damage
like right after you stop taking damage, wait for a few seconds then start regenerating health
and I cant get it to work 😅
Could someone guide me through it a bit?
so currently the only way for the player to take damage is by stepping on fire
which triggers a function which drops his health over time
what I thought is, on overlap with the fire, set a variable to say that he is in the process of taking damage, and when he gets off set it to false
hey guys i want to ask again in here regaring cinematic camera - i dont get any depth of field effect - i read the epic manuel on this and also wachted some vids about - but i get no effect in my scene. anyone here who could help me out?
then each tick, check to see if the variable is false. if its false then add a delay and increment his health
so do you have a regen effect in place?
yes I'll send the screenshot
have you used timers before? if so when you leave your overlap or when you end your damage function set a timer to trigger after X time to then start your regen effect
timers instead of tick if possible are betterer
By timer do you mean the set timer by function name?
oh wait yeah why didn't I try that
yeah set timer by function/event, I personally use function so i dont have to be near the event to call it in the BP
for example your regen effect could be regen X health every X seconds. You call the event, it heals X amount, it clamps to make sure its not too much, it checks to see if your at max health and if so does nothing and if you still need to regen it calls itself using set timer by function again for the X second delay. this self loops basically as needed
Hey guys, wanted to share with you something I did these past couple of days
Hey everyone, so I made this 3d model of the awesome Nimbus 2001 broomstick and I decided to give it a try implementing the actual fly mechaninc in Unreal Engine.
I'M NOT MAKING A HARRY POTTER GAME! This is only for studies purposes and also f...
@tired merlin Use software like GetDataBack to retrieve it.
and if you ever need to stop it, for example in the damage, you can just stop the timer if its still running before doing the damage or let damage and regen both run at the same time
wait I'll need a minute to read that 😅
you are basically making a loop with a timer its just self contained and loops over a delay
Call Timer Event -> Do whatever -> Check to see if it should run again? -> Run again if it should -> back to step 1
you can stop timers or pause them using the return from the set timer node or just by the function name
and if you just look at timer theres quite a few more for checking, validating, pausing, etc.
the clear nodes stop timers
so for example you start doing something, which calls the timer and saves the timer for later use
if at some point you need to do something else, you just clear out the timer that you started
the do something does whatever, and then if it should do it again it calls the set timer to do it again later
MathewW as you have a moment the problem i talked to you about yesterday i looked into it deeper
And for too many things as i hit compile in the my Zombie BP the Editor crashes like its entering an infinte loop
Only hitting Compile
If any1 had such a problem hope you can help me out
I answered you earlier
its the fact the mesh has a mesh assigned to it and you are trying to spawn it again on destroyed. I am pretty sure its a bug
you will have to do it somewhere else or something else
MathewW yup i understand
Even if i try to change this
The Debug thing
It dose the same thing
meh
i dk
For some reason my "Whitebox" level is getting added to my world composition and gets loaded into the game when I play it. How do I remove this behaviour? This level should not be a part of this level streaming and should only be active if you manually load this level in the editor.
you need to remove it from the same directory as the persistent level
Oooh that makes sense, I had it as a sub folder called TestMaps
Thanks!
Yup, that worked beautifully!
Git works for BPs?
any source control works for bps
just found a bug to fix in the Poplar Forest pack from the Marketplace free assets this month that makes it look even more amazing
The grass LOD2's are set to 1 by accident, set them to like 0.05 for best results!
(Now if I could only figure out how literally THOUSANDS of trees in this scene all run perfectly at 120 fps I'd be in business)
He is modeling per-leaf and I swear it helps 😮
damn nice cali
@plush yew ok I tracked it down and it has to do with the destroyed event being called in the editor 😦
@plush yew IF you call the spawn from another BP, like the game mode or another BP you made just for spawning, it will not crash. unless you do some engine changes or add some C++ to check if you are in the graph when saving I cant seem to get around this. this works fine tho its just asking something else to do the spawning instead of the thing that is being destroyed
the on destroyed event in an actor gets called in the editor when you compile the BP and if its trying to spawn itself in when it gets destroyed and there is a mesh assigned to it the engine locks up in a loop lol
if you tell it to not do this when its in the editor using C++ or you go around it like that it works fine
its a weird crash too as it bitches about video memory being the cause but its actually system memory filling up
why does no one know anything about ios dev
I've heard unreal engine editor used to crash whenever your c++ code failed to compile. Is it still true?
@normal burrow : So nice I feel my own pack can't possibly compete 😢
I can't even get 120fps on my grass from a few angles, though I do get it on most
@plush yew no because it won't replace the modules unless it compiles now. I recall at one time it used to
Oh wow, I just realized why per-leaf modeling kicks the beans out of per-branch modeling for UE
The engine has to perform a serious shadowcasting experience on every one of those textures, and branch-based stuff has probably 75-80% of the transparent overdraw that per-leaf does
on a beam particle system, under "source" and "target" there's a dropdown for how to specify the source and destination and one of the options is "actor". I'm assuming that means that you can set the source and target to be different actors and that it will track them automatically.. but I can't figure out how to set them (from code)
the tutorial series on particle system mentions it briefly at the end of the episode on beam particles, but doesn't actually show how to do it. And on the "Battery picking up simulator" tutorial, it just sets it to the coordinate of the actor over and over (which I understand how it would work, but seems unnecessary if setting it to the actor is an option)
is perplexed by @exotic cave 's claims
@swift spindle : Which claims?
that doing per leaf is better then clusters
so I guess you can't set it programmatically? but that doesn't seem very useful to have to hard code an actor name into the particle system ??
https://docs.unrealengine.com/en-US/Engine/Rendering/ParticleSystems/Reference/Modules/Beam/index.html
These modules are used to configure the behavior of emitters using the Beam TypeData module.
Houdini: That thing I totally don't understand, which apparently does literally everything and better than every other piece of software 😄
@lusty rampart that is probably why Cascade is being replaced with Niagara as it's much more robust on stuff like this
@grim ore cool, I didn't even know niagara was a thing. I'll look into it.
can someone please help, i have been crashing constantly and don't know what to do
using 4.22
you need to show us the log files in your saved folder
Please download debug symbols and recreate the crash
Hello does anyone know how am i supposed to set it as i hold my fire button the projectiles will fire as long as i hold it?
Can someone tell me, why I see different things in viewpoert and in camera?
I see it’s most likely has to do with a skeletal mesh. How did you trigger the crash and have you messed with a skeletal mesh in any way
i retargetted Dynamic combat system to synty's skeleton, was following a tutorial to set the skeleton to a T pose to match synty's module, then retargeted and it crashed
it also crashed when duplicated the animbp andw retargeting
Hi, I'm wondering if anyone knows how to make a game launcher in Unreal Engine like the Epic Games Launcher is. Please ping me if you have a video, or documentation/example.
The original filename is "UnrealEngineLauncherProxy," I've googled it, but came up with nothing describing what it is.
why would you want to, epic launcher runs terrible
Just to see how it works. I'm trying to learn by doing, and want to see what it takes to make one. Just a personal goal.
well there are no examples or documentation
doing that is not really a common use of the engine
I know it's not common use, if it was, there would most likely be documentation readily available
Does a spring arm use exponential or linear smoothing for location?
Anyone have any idea why I can't open console ?
In editor? Or in a packaged build?
check the key binding
I remapped and still can't open. Do you need to enable is somewhere?
I mean. I guess I can use the one in output log.
Is that the same?
Is there any way for me to clone an actor? I.E I have an actor with a counter or something similar and when I spawn that actor's clone, can the clone have the same variable values as the original? That is, without setting the clone's variables.
@upper heart The functions used say they have a "strong start speed and ease out"
Open a 3D software editing suite of your choice and fix the normals
Turn on backface culling
Nobody has face these issue before? :/
How would I make a monitor in the game that displays a widget?
like a computer screen
Look into 3D widget component Ducky
ok
Wait Longer
With world composition can you change a level's location at runtime?
No. You've added an offset.
Can you change its location relative to other levels?
Does anyone know hoe to fix a project crashing when trying to open it? This is the log: Unhandled Exception:
EXCEPTION_INT_DIVIDE_BY_ZERO
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_SkeletalMeshReduction
UE4Editor_SkeletalMeshReduction
UE4Editor_SkeletalMeshUtilitiesCommon
UE4Editor_SkeletalMeshUtilitiesCommon
UE4Editor_SkeletalMeshUtilitiesCommon
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
Oh nevermind it just started
that's so strange
It finally launched after at least 20 attempts
I know I can do it manually but I'm not sure if there is a way to do it while working with world composition.
guys how can I make a actor heavier so when I kick it, it doesn't fly off to space?
Hey guys! So, I'm really new at this. i've been watching videos on this topic and haven't quite figured it out yet, so i thought I'd ask here. I'm wanting to texture bomb the materials from quizel megascans, but all the videos I've watched... the textures are built completely different. So I have no idea where to input the texture bomb node. Anybody know how to help?
*quixel
If some sees this and knows how to change the tile location for a world composition level at runtime please @me. I can see how to do it if I forgo world comp. by using load level instance and then managing the levels manually.
Does anyone have some source to read up how to make the best combo out of an animation BP and the behavior tree ?
Hey, is there a reason why my exported project won't open? It happens for both my friend and me
Does anyone know how to record an unreal launched game? Shadowplay doesn't seem to recognize it
tried OBS, it won't export recordings properly-every time I move it goes down to 2 fps despite being on lowest settings (and my comp can definitely handle it)
You've got something else going on. All of those work fine for most people.
shadowplay simply doesn't recognize anything with unreal
Yeah, I know, that's why I'm asking lol
Because Alt+Z brings up the overlay, but it says the game (and the editor) aren't supported
perhaps you are running it on a potato
even obs should run fine on a potato tho (and he says his comp can definitely handle it)
so I agree with Marc, you have another issue 😦
it's not a laptop is it?
Are you doing Instant Replays or full on recordings
hi, question about tiling flipbooks. I have a flipbook setup in a material and it tiles within one small part of a plane it is applied to. I want that whole tiled section to fill the whole plane which is within a single 0-1 uv space. Question with images on the forum. https://forums.unrealengine.com/development-discussion/rendering/1744711-flipbook-displacement-is-tiling-fully-on-plane-but-base-color-is-only-tiling-in-one-spot
Hi,
I am new to Unreal, but am enjoying working with it in conjunction with Houdini. I have a scene with a vector displacement flipbook displacing a plane to create waves. It's working nicely and the flipbook seems to tile correctly for displacement. The alpha of that displac...
Are there any focused tutorials on using C++ with Unreal? Setting up cameras and the like. Most, if not all tutorials I find are blueprint based.
Can someone please help me with this "bug" ive encountered
Whenever the first person starts, a gun spawns in the air where the first person module thing is. how do I fix?
I'm new to this btw, so that might be why I don't know what i did wrong
fix which part of that? it sounds like the first person character is spawning as expected
no, the gun is sepperated from the player, like the player has his own gun, but there is also another static one there
can you show this?
Sorry if it’s poor quality, I don’t have a good screenshot software so I used my phone
I'm trying to do full on recordings
and there is nothing there in the level?
and yes it's a laptop
you will have a problem with pretty much any recording software due to optimus
with OBS you will have to resort to recording the desktop and forcing it to use the nvidia gpu but even then its not guaranteed to work
its just the way optimus and laptops work, not much you can do about it
I have used shadowplay with many other things before. It's just unreal that seems to be a problem
@tough fern when you are playing in the editor you can push (F8) to unposess the player you are using and then click on the other gun to see what it is
oh cool
also yes there are stuff in the level, its just the first person demo thing it came with condensed to a hallway with a shelf
Im trying to make a box that functions like command prompt, how do I get the basic layout of it
Doesn't unreal already do that with `?
idk Im just trying to make a hacker game
But I need specific events to trigger based on what the user types
I also need to design a command prompt type box
Finally got it working, I had to make OBS use integrated graphics to get recording the desktop properly-ty guys
would anyone be able to help me get a crafting/inventory set up? following yt tutorials but i want to understand deeper so i can build my own custom ones
Did UT have a procedural FP weapon bob or did they have custom walking animations for each gun?
hi all, I'm getting this error when I try to save level as
I also get the same error if I try to copy and save the level, and if I move and save the level
any hints on how to solve this?
Thanks
Thanks @plush yew does it show a price for you? It doesn't on my end but i can check on pc logged in later
I know texcoord node can pick different UV sets but how would you reference multiple UV tile space within a set like (0, 1 and 1, 1) for a 1024x512 image for example. SpeedTree does this with their trees I believe using a 2048x512 image for their bark textures
anyone else feel like the ai blueprint system kinda sucks
and can be done better in blueprints
with add movement input instead of move to
line traces for navigation
lerping the world direction
Does anyone know how to change the navigation on multi-level editable text?
It created a function and I dont know what to do with it
i feel like sufficient is not enough
im trying to make the animals in my game very life like
how would i use the a* one without using move to
i feel like it wouldnt be too hard to just make it respond to several line traces
lerping the world direction on the add movement input function makes a super smooth combination of turning and moving in that direction, which is very important for quadropeds
not so much for two leggers
really cant do that with move to
animation would have to account for a ton of things
its the way it affects the direct rotation of the actor
its just not built for quadropeds
even if i turn the rotation rate down and put it on orient to movement
even if i make it not affect the rotation at all and make the rotation update in blueprints with an ease node
still just not how it works
Does anyone know how I would make something like a command prompt???
Just a guess here. Make a widget with a text display screen and another for text input. Show / hide on tilde press. Then instead of using print to screen use the widget. Then add some code so anything that has a / followed by a single word take the input and run it as a command @hidden knoll . I'm just guessing here but thats how I would assume its done
I have a mutiple line widget and a desktop screen on a block like a monitor, but I can't figure out how to have what the user types run a command
Try searching input for / if its found. Then saving the input that follows as a text variable. Then using the execute command with the new text variable
Sorry, I'm a beginner, how would I do that?
I'm not to sure on the text search stuff. I haven't had to use it myself. But to create a new variable is easy its in the left of the blueprint window just click new variable. And for execute command. In the blueprint window just click and in the search bar that appears type execute command
That needs to look very different
oh
This is where your text search stuff comes in
ok
You search the text if no / is found then print it out to your console window widget
If it is found then yes plug that text variable to that node
so like a branch?
yeah
k
what's the name of the text search?
I'm trying to find it
I'm not sure if this is what you mean
Hey guys, just curious, if i bought something yesterday and it went on sale today, would epic allow you to refund/exchange for the sale price?
No, sadly. Well, I highly doubt they will
@hidden knoll Try using like a text or string split. Then splitting it at the / and then pluging boolean to your branch
4.24, Force Deleting a referenced item is PAINFUL now....and youre lucky if it doesnt just completely freeze up the editor @gleaming narwhal have you guys heard anything about this?
@hidden knoll Now add a / to the in String (I think). Then plug your right to your command. And your text to your print string
what is a /?
/
a divisor?
yeah a forward slash
@hidden knoll I haven't tested it but I would assume something like this
ohh ok cool even better
Anyone here upgraded from something like a i7 6700k to a new Ryzen 3900? Im getting fed up with 40,000 shader compiles taking an hour sometimes. Curious if the extra cores really speed the engine up or if it isnt really worth the thousand bucks for all the pieces for upgrade
40,000 shaders compile on my i9 9900k with rtx2080ti in about 3 mins....do what you will with that information
also run the engine and projects from ssds and have 64g optane mem installed
more cores and more speed is faster compiles its fairly linear. See how long it takes with what you have and go from there
but 40k compiles seems abit high if it's all the time
he said up to an hour...thats brutal
an hour definitely seems abnormal
maybe theyre compiling in production mode highest settings
even then an hour is pretty high
@past pilot do you happen to have visual studio installed?
@grim ore Yes, why?
when you installed it did you install Incredibuild as well? if so uninstall it.
no incredibuild
awww 😦 was an easy fix for the problem if that was it. When compiling are you at ~100% on the cpu?
the issue im having right now is im going through my bought assets and every time i load a demo map it has to compile shaders. This last one had 49,000 shaders and has been going an hour
it uses 80-90%
my 3700x does about 40 shaders a second personally so I don't see why yours would take an hour for 40k
isnt 3700x 8/16?
yep and yours is half that
yea
I could see about 35-40 minutes sure
i loaded a Brushify map, watched some youtube, went and cooked supper, ate supper and now its at 5000 left
welp its a linear increase for the most part assuming you aren't doing anything else on the machine. so yeah higher cores and clock speed + IPC gains would make it faster for sure
I never loaded up brushify stuff before, guess I will check out the arctic pack lol
ok, wasnt sure if it was a direct linear increase or if doing 16/32 would only maybe double the performance in the engine
well try and track 1000 shaders or so using a stopwatch or windows clock. try and figure out as best you can your per second shaders
my cpu is 8/16 locked at 4.1ghz and I get about 40 shaders per second
seems to not be that simple. I can run 2500 shaders on my terrain texture in about 25 seconds. but these 2500 shaders are taking minutes
which brushify pack?
Brushify - Environment Shaders Pack
aww figures I am trying the other one, the arctic pack lol
also its something stupid to check but make sure your antivirus or windows defender is disabled it can be a pain as the compiles are thrashing the drive
with this particular one i get 5-10 per second
and the files are on a NVMe drive
The commit Method
oh
How do I assign a different key to commit
I want to make it so I can press 1 to commit it
you would probably have to monitor the on text changed (assuming this is a text input widget) and when the 1 is pressed you process it and do what you want
Brushify arctic pack shaders are still doing about 40 a second here
ooof and its recompiling them all for android since I had android preview on lol
@hidden knoll it might not be the best but it functionally works. Whenever you change the text it looks to see if the last item entered was a 1
ok thanks!
oh also I have it so when the game starts it goes into fullscreen mode but it doesn't fill my whole screen :/ I view it as a standalone game
@past pilot its a bit weird you have 49k shaders tho. Normal project, added that same pack, opened it up and had ~5900 shaders to compile then another 19k when opening up the multi-biome map
@hidden knoll how are you telling it to go into full screen?
apply settings is the incorrect node for that, try apply resolution settings
k
It worked!
I have a widget attached to this object, how would I keep the mouse cursor stuck within the widget?
wow that Brushify stuff does look pretty
the what
umm for an autosave, is setting up a timer and running the savegame every 5 seconds a good idea?
is there a better way to handle this?
@hidden knoll it's a 3d widget, so you only can return the cursor back every tick -_-
never use the save game and require them to beat the game in one go
@tiny sonnet if the save is small amount of data - yes..if it's a large one - it's not the best way to do that
hey im only a beginner I don't know what you guys are talking about
@next badger wut is a better way? it is pretty large
anyone know how i can change jump height in the 3d character
its the entire database of players and their stats networked to the server
@tiny sonnet every 3-5 min, and on exit...or let players to pick frequency
database?
ye
from single user?
@next badger Is there a way I can draw a boundry on my screen that holds the mouse in?
hmm
If there was some way to make the cursor think that my screen was the size of the widget
@limber mesa in your character on the Character Movement Component you have access to the jumping settings including the Jump Z Velocity which is how much height you get when you jump
I made my unreal acount thing a year ago, and i'm hearing we can be sued if we don't publish with with the delevoping version? Is this true? If so how can I check/change
@tough fern Ask the people who said you can be sued how they changed it
@tiny sonnet save game is not the data you want for serverside, most people only store some data, very minor chunks
ask #multiplayer how to store data for mass multiplayer
they're in my group, they were explaining that they uninstalled unreal because they got the wrong one and didn't want to reinstall it
Well ask them for the information then because they are the ones telling you it
@tiny sonnet if it's not mass multiplayer, then you can use save game for sure, but it's the same rule as for single...once 3-5 mins, and on exit
it is mass, i was thinking of using sqlite, im trial running with savegame for now. thx for the help
Use invisible triggers in your level that triggers to save and randomly place them but make that part of the game. Make figuring out where you can save one of the goals LOL
oh
ah ok
@tiny sonnet you want user hosted MMO?
yh
hmm...
Hey all, got a stupid problem that hopefully someone can point me in the right direction with. I can get an AI npc to sense and chase the player character with a really basic bp, but getting two npc's to sense and chase each other constantly results in fail. Anyone have a second that wouldn't mind giving me some advice?
How are they sensing each other?
Thanks Mathew
Hello everyone, after a long time of pulling my hairs I've finally learned how to deal with enums in C++. The dopamine release was insane when it finally compiled successfully. Just keep going, it's worth it!
🙂
@tiny sonnet not used one, but it should have some DB API to handle the data
Using sight perception. I have one NPC sense me and begin chasing. I drag him in front of second npc and he fails to catch sense him
How are you determining targets for sense?
are you setting a priority?
And are you having it re-evaluate targets while it's moving
the basic bp that works casts to my thirdperson character, my second npc bp replaces that cast with the npc enemy
So the one that does work and follows your character will it ever know about the other NPC since it's only casting to the third person?
this is really stupid im sure, here's the simple script that works
Works
second one that bombs out
this has to be super basic stuff I'm just over complicating
on cast failed, It returns the NPC that it see's, but still results in fail, so I'm not sure if I'm casting incorrectly or just approaching this backwards
Well your fails never tell it to actually move anywhere so that is working as expected
You have an NPC character and NPC enemy which one does work
character is the one that chases the player, enemy is the duplicate, with the changed cast
Is there a way to have the text I type in my command line appear on another text line?
So are you expecting the character to chase the enemy or the enemy to chase the character
I'm attempting to get npc_Character run around, and npc_enemy see him, and chase him
@hidden knoll ctrl+enter iirc
well you are saying that when the NPC enemy sees something it's going to check to see if what it sees is the NPC enemy and if so Chase it
That is what your code says
@hidden knoll sorry, shift
I've got a decal of a puddle that's really reflective, but when the camera gets close to it the visuals change, any ideas on what setting i can fiddle with to fix this? i can post a gif if that helps
correct. With my code above, it constantly prints fail, so I'm guessing i missed something key
Read what I said out loud and see what the problem is
You said you want the NPC enemy to see the NPC character but that is not what your code says
@slim horizon screenshots pls, it's hard to tell what you expect from "visuals" and what's actually changing
my bad that did sound very vague one sec
I would assume he's simply talking about screen space reflections and what happens if you get too close to a source
@grim ore me too, but just in case...
👍
We know that but new people to the engine probably do not
yeah, that's why i don't want to say "you can't do anything about it"
https://i.imgur.com/1ydu0IY.mp4 hopefully this demos the issue well enough
@slim horizon i think your reflection shows you sky, cause SSR (screen space reflection) can't reflect something beyond the screen
you can try to add a reflection probe nearby
then capture it
Does anyone know what makes 4.24 so resource hungry like in previous versions i can open an open world and well populated project in seconds but in 4.24 a simple scene with just a few asset's say 10 it takes a little over 25-30 min to load. Why? is there something i should disable? Any help would be appreciated.
yeah i've got a reflection probe right next to it
and when i get close to it in the editor
it's fine
@hidden knoll split it
oooooh
i've got a "zoom" blueprint for this stationary camera i have in the scene, where the scroll wheel adjusts the FOV to "zoom" in
@hidden knoll you can use text process nodes to replace some stuff in sentences
when i get close to the puddle that way, the gif happens
@hidden knoll "print" is a debug node, not available in game
@hidden knoll ti's what it says on that dashed line under it
you have to use UMG text renderer
